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Question by Mohoruto · Mar 09, 2020 at 12:10 PM · timelighttime.deltatimeflashlightcooldown

Flashlight Cooldown and Timer

Hi there - Unity noob here. So in the Indie horror game I'm working on, I have a flashlight attached to my player. So far, I have scripted the flashlight to activate and deactivate with 'E', and it has a cooldown of 10 seconds before you can activate it again. However, before scripting the cooldown, my flashlight had a 'limit' where it would last for 30 seconds and then turn off. However, after adding my cooldown code, the limit is not working and the light stays on forever unless I press 'E'. Can somebody point me in the right direction? Thanks.

Here's my code:

using System.Collections; using System; using System.Collections.Generic; using UnityEngine;

public class FlashlightCooldown : MonoBehaviour {

 public float battery = 30;

 // Start is called before the first frame update
 void Start()
 {
     //Light is automatically off on initialise
     GetComponent<Light>().enabled = false;
 }

 // Update is called once per frame
 public float FlashlightCoolDown = 10f;
 private bool FlashlightOnCooldown;

 void Update()
 {
     //If flashlight is not on cooldown, use flashlight when 'E' is pressed
     if (!FlashlightOnCooldown && Input.GetKey(KeyCode.E))
     {
         StartCoroutine(UseFlashlight());
     }
 }
 IEnumerator UseFlashlight()
 {
     FlashlightOnCooldown = true;

     battery = battery - Time.deltaTime;

     //If the battery is more than 0, it can be activated with 'E'
     if (Input.GetKeyDown(KeyCode.E))
     {
         if (GetComponent<Light>().enabled == false)
         {
             if (battery > 0)
             {
                 GetComponent<Light>().enabled = true;
             }
         }

         else

         //Light is not activated
         {
             GetComponent<Light>().enabled = false;
         }
     }

     //If battery is 0, do not activate light when 'E' is pressed
     if (battery < 0)
     {
         battery = 0;
         GetComponent<Light>().enabled = false;
     }

     yield return new WaitForSeconds(FlashlightCoolDown);
     FlashlightOnCooldown = false;
 }

}

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Answer by unity_ek98vnTRplGj8Q · Mar 09, 2020 at 03:24 PM

Your use of the coroutine here is a bit off and is what is causing your issue. Right now what is happening when you press E, the coroutine is being launched once, is getting to the yield return statement and hanging for 10 seconds, then exiting. If you wanted to fix this code you would have to add a while loop to the coroutine so that it runs multiple times, put the yield return inside the while loop, and change it to yield return null as you don't want to wait 10 whole seconds to have the logic be called again. HOWEVER I think use of a coroutine here is a bit overkill and just over-complicates things.

 public float maxBattery = 30;
 public float flashlightCoolDown = 10f;
 
 private float cooldownTimer;
 private bool flashlightOnCooldown = false;
 private bool flashlightIsOn = false;
 private Light light;
 private float battery = maxBattery;
 
 void Start () {
     light = GetComponent<Light> ();
     light.enabled = flashlightIsOn;
 }
 
 void Update () {
 
     //Read input
     if (Input.GetKeyDown (KeyCode.E)) {
         ToggleFlashlight ();
     }
 
     //Do flashlight logic
     DoFlashlightLogic ();
 }
 
 private void DoFlashlightLogic () {
     if (flashlightIsOn) {
         light.enabled = true;
         battery -= Time.deltaTime;
     } else {
         light.enabled = false;
         if (cooldownTimer > 0) cooldownTimer -= Time.deltaTime;
         else flashlightOnCooldown = false;
     }
 
     if (battery <= 0) {
         flashlightIsOn = false;
     }
 }
 
 private void ToggleFlashlight () {
     if (flashlightIsOn) {
         flashlightIsOn = false;
         cooldownTimer = flashlightCoolDown;
     } else {
         if (!flashlightOnCooldown && (battery > 0)) {
             flashlightIsOn = true;
         }
     }
 
 }

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avatar image Mohoruto · Mar 09, 2020 at 06:30 PM 0
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Thanks for your answer @unity_ek98vnTRplGj8Q. Your script is much more simpler than $$anonymous$$e and I can confirm that it works for the most part. The flashlight battery is working which means it runs out after 30 seconds. However, after the 10 second cooldown, I cannot activate the flashlight again. Any idea what I have to add here? Thanks!

avatar image unity_ek98vnTRplGj8Q Mohoruto · Mar 09, 2020 at 06:32 PM 0
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Just to clarify, do you want the cooldown timer to start when the flashlight runs out of battery or just when the player presses e to turn the flashlight off? I think I may have misunderstood your original question

avatar image Mohoruto unity_ek98vnTRplGj8Q · Mar 09, 2020 at 07:24 PM 0
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I want the cooldown to start after the battery runs out. Then, after 10 seconds, you can turn the flashlight back on - lasting another 30 seconds before applying the 10 second cooldown. Thanks for your fast reply! =)

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Answer by eneIr · Mar 09, 2020 at 12:53 PM

well, it's seem like you forgot to set the battery value back to 30 after the cool down time. However, I think you can use something like void TurnOnFlashLight() and void TurnOffFlashLight() to make it easier (if you want).

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