Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Collects · Feb 06, 2019 at 02:45 AM · floatdoorboolpower

Power System in Unity.

I'm creating a FNAF game, and I need powered doors and I think I need to use a bool that subtracts .1 every second that the bool is true (when door is open) but I have no idea how to start. Can someone please help me?

using UnityEngine; public class Doors : MonoBehaviour {

 public GameObject DoorLeft;
 public GameObject DoorRight;
 public GameObject ChicaVent;

 public static bool ChicaVentIsCupcaked = false;

 void Start()
 {
     DoorLeft.SetActive(false);
     DoorRight.SetActive(false);
     ChicaVent.SetActive(false);
 }

 void Update()
 {
     //All we're doing is toggling the doors. If they're active, we deactivate them; if they're inactive, we activate them

     if (Input.GetKeyDown(KeyCode.A))
     {
         DoorLeft.SetActive(!DoorLeft.activeSelf);
     }
     else if (Input.GetKeyDown(KeyCode.D))
     {
         DoorRight.SetActive(!DoorRight.activeSelf);
     }
     else if (Input.GetKeyDown(KeyCode.S))
     {
         ChicaVent.SetActive(!ChicaVent.activeSelf);
     }


     //If either of the doors are active,  Movement.IsOnStageOfDeath is true, otherwise it's false.
     Movement.IsOnStageOfDeath = (DoorLeft.activeSelf || DoorRight.activeSelf);
     ChicaVentIsCupcaked = (ChicaVent.activeSelf);

 }
 

}

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Collects · Feb 06, 2019 at 02:47 AM 0
Share

Help with script by @Sean244! Thanks.

avatar image sean244 Collects · Feb 06, 2019 at 03:03 AM 0
Share

I have no idea what you’re trying to do. Please explain.

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by blueshark- · Feb 06, 2019 at 10:05 AM

This can be easily done. I wrote a small script that decreases energy by how much you want to / second. You can try and add it into your script and it should work perfectly :)

     public bool doorOpen;   // Is the door open?
     public float startEnergy;   // Start Energy, 100%, edit in editor or script
     private float energy;   // Energy
     public float energyDecrease;    // Amount you want to decrese per second
 
     private void Start()
     {
         energy = startEnergy;   // Set energy to the startEnergy
     }
 
     private void Update()
     {
         if (doorOpen)   // If the door is open decrease the energy
         {
             Debug.Log("Energy: " + energy);  // That it actually works
             energy -= Time.deltaTime * energyDecrease;  
         }
 
     }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

101 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Cannot implicitly convert type `bool' to `float' 3 Answers

Cannot implicitly convert type 'float' to 'bool' 3 Answers

Change bool in only one GameObject 1 Answer

Null Reference Exception when using variable in another script 2 Answers

Error: Cannot implicitly convert type `float' to `bool' 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges