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Question by Shadowskull1247 · Jun 25, 2017 at 02:00 AM · javascriptflashlightfreezinghorrorbattery

How do I make a working flashlight with batteries?

Alright. So, I am trying to make a horror game and I am trying to make a flashlight that turns off/on with the mouse and has battery life that gradually drains when and only when a player is using it. Now, I am having several issues with my flashlight. The first being that once a person turns on the flashlight, it drains extremely fast and will NOT stop draining at all, even when a player turns it off. I semi-resolved the issue, allowing the person to stop the draining, but only when they turn on and off the flashlight, and after that, it causes Unity to freeze and I have to restart my computer because I can't do anything. Please help?

Here's my code: (It's a bit messy, because i have been trying to tinker with it to no avail)

var Flashlight : GameObject; //1

//var BatteryLoc : BatteryLoc;

var BatteryLife : int = 100;

var DrainRate : int = 10;

var soundFile : AudioClip;

var myLight:Light=Flashlight.GetComponent("spot light");

var BatteryCheck = 0;

var Light : GameObject;

Light.SetActive(false);

function Beginn() { Update(); //20 } function Update()

{

 if(Input.GetMouseButtonDown(1))
 {
 //Light.SetActive(true);
 Light.SetActive (!Light.activeInHierarchy);
 myLight.enabled = !myLight.enabled;
 GetComponent.<AudioSource>().PlayOneShot(soundFile, 1.0);
 //BatteryLoc.BatteryLife(); 2100. InHierarchy
 }
 if (Light.activeSelf == true)
 {
 BatteryCheck = 1;
 }
 else if (Light.activeSelf == false)
 {
 BatteryCheck = 0; //40
 }
 if (BatteryLife == 0)
 {
 Light.SetActive(false);
 }
 
 Battery();

} function Battery() { yield WaitForSeconds (2); yield; while (BatteryCheck == 1) { if(BatteryLife > 0) { if(BatteryCheck == 1) { yield WaitForSeconds (DrainRate); yield; BatteryLife = BatteryLife - 0.1; if (BatteryCheck == 1) { //60 yield WaitForSeconds (DrainRate); yield; BatteryLife = BatteryLife - 0.1; } else { Beginn(); }

         //yield;
         //yield WaitForSeconds (DrainRate);
         }
         else
         {
         yield;
         yield WaitForSeconds (1);
         }
     }

} }

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