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Question by Aion · Nov 09, 2011 at 10:17 PM · negativeoutside

No Negitive input values when asking from another script?

This is just weird... but maybe I am missing something. From another scripts OnTriggerStay I call this function in my Player script:

 function pipedir(d:Vector3):boolean{
     var ok:boolean=false;
     if (d.y!=0){
         print(LastInput.y); //This is always a positive number???
         if (LastInput.y>0){LastInput.y=1;}
         if (LastInput.y<0){LastInput.y=-1;}
         if (d.y==-1 & ducked){ok=true;} //ducked is always false? i don't get it?
         if (d.y==LastInput.y){ok=true;}
     }
     if (LastInput.x!=0){
     //but the horizontal side for some reason works in the negative?
         if (LastInput.x>0){LastInput.x=1;}
         if (LastInput.x<0){LastInput.x=-1;}
         if (d.x==LastInput.x){ok=true;}
     }
     if (inapipe){ok=false;}
     return ok;
 }

The FixedUpdate looks like this:

 function FixedUpdate(){
 
 //Bla Bla Bla Movement Code
 
     LastInput.x = Input.GetAxis(horz);
     LastInput.y = Input.GetAxis(vert);
     print(LastInput.y); //Shows negative values just fine :(
 }

So to recap, Inside fixed update, the values are fine.. calling from outside the script shows ducked as false, and vertical input as always 0-1.

Am I just misunderstanding something?

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Answer by DaveA · Nov 09, 2011 at 10:51 PM

Are you sure you want bit-wise AND: d.y==-1 & ducked and not &&? Did you declare LastInput outside the functions? Otherwise they'll just be (separate) local vars.

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Answer by Aion · Nov 10, 2011 at 12:18 AM

Gah, I feel stupid... the characters collider changed shape when it ducked and moved out of the trigger... facepalm

I knew it was something simple, just couldn't see it.

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