Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 11 Next capture
2021 2022 2023
1 capture
11 Jun 22 - 11 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 rataman098 · Jul 30, 2015 at 06:18 PM · javascripterrorstamina

Trouble with Stamina controller

This time I was following the steps of a tutorial (https://youtu.be/teaMf4hC16k) to make an Health / Mana / Stamina bar in my game, and I have two problems. The first problem is that the "&&" logic gate doesn't work, and the Stamina falls only pressing "LShift. The second is that when Stamina goes 0, the character can continue sprinting.I revised the whole code for 2 hours and i haven't found the issue. Here's the whole code:

var currentHealth : float = 39; var maxHealth : int = 39;

var currentMana : float = 50.0; var maxMana : int = 50;

var currentStamina : float = 50.0; var maxStamina : float = 50;

var barLength = 0.0;

private var chMotor : CharacterMotor;

function Start () { barLength = Screen.width / 8; chMotor = GetComponent(CharacterMotor); }

function Update () { AdjustCurrentHealth (0); AdjustCurrentMana (0);

 /*MANA CONTROL SECTION*/
 
 //Normal Mana Regeneration
 if (currentMana >= 0) {
     currentMana += Time.deltaTime * 2;
 }
 
 //Don't let Mana go above 100
 if (currentMana >= maxMana) {
     currentMana = maxMana;
 }
 
 //Don't let Mana go below 0
 if (currentMana <= 0) {
     currentMana = 0;
 }
 
 //When does Mana decrease?
 if (Input.GetKeyDown("q")) {
     AdjustCurrentMana (-20);
 }
 
 if (Input.GetKeyDown("e")) {
     AdjustCurrentMana (-25);
 }
 
 /*STAMINA CONTROL SECTION*/
 
 //Set and find Character Controller
 var controller : CharacterController = GetComponent (CharacterController);
 
 //Reduce Stamina bar when pressing LShift and moving
 if (controller.velocity.magnitude > 0 && Input.GetKey(KeyCode.LeftShift)) {
     currentStamina -= Time.deltaTime * 10;
     chMotor.movement.maxForwardSpeed = 10;
     chMotor.movement.maxSidewaysSpeed = 10;
 }
 
 //Normal speed when not pressing anything
 else {
     chMotor.movement.maxForwardSpeed = 6;
     chMotor.movement.maxSidewaysSpeed = 6;
 }
 
 //Stamina regeneration
 if (controller.velocity.magnitude == 0 && (currentStamina >= 0)) {
     currentStamina += Time.deltaTime * 10;
 }
 
 //Don't let sprint when Stamina is less than 0
 if (controller.velocity.magnitude > 0 && Input.GetKey(KeyCode.LeftShift) && currentStamina <= 0) {
     chMotor.movement.maxForwardSpeed = 6;
     chMotor.movement.maxSidewaysSpeed = 6;
 }
 
 //Don't let Stamina go above 100
 if (currentStamina >= maxStamina) {
     currentStamina = maxStamina;
 }
     
 //Don't let Stamina go below 0
 if (currentStamina <= 0) {
     currentStamina = 0;
 }

}

function OnGUI () { //Icons for GUI GUI.Box(new Rect(5, 30, 40, 20), "HP"); GUI.Box(new Rect(5, 50, 40, 20), "Mana"); GUI.Box(new Rect(5, 70, 40, 20), "Stam");

 //Health / Mana / Stamina main bars
 GUI.Box(new Rect(45, 30, barLength, 20), currentHealth.ToString("0") + "/" + maxHealth);
 GUI.Box(new Rect(45, 50, barLength, 20), currentMana.ToString("0") + "/" + maxMana);
 GUI.Box(new Rect(45, 70, barLength, 20), currentStamina.ToString("0") + "/" + maxStamina);

}

function AdjustCurrentHealth (adj) { currentHealth += adj;

 if(currentHealth >= maxHealth) 
 {
     currentHealth = maxHealth;
 }
 
 if (currentHealth <= 0) 
 {
     currentHealth = 0;
 }

}

function AdjustCurrentMana (adj) { currentMana += adj; }

And this is the Stamina Section:

/STAMINA CONTROL SECTION/

 //Set and find Character Controller
 var controller : CharacterController = GetComponent (CharacterController);
 
 //Reduce Stamina bar when pressing LShift and moving
 if (controller.velocity.magnitude > 0 && Input.GetKey(KeyCode.LeftShift)) {
     currentStamina -= Time.deltaTime * 10;
     chMotor.movement.maxForwardSpeed = 10;
     chMotor.movement.maxSidewaysSpeed = 10;
 }
 
 //Normal speed when not pressing anything
 else {
     chMotor.movement.maxForwardSpeed = 6;
     chMotor.movement.maxSidewaysSpeed = 6;
 }
 
 //Stamina regeneration
 if (controller.velocity.magnitude == 0 && (currentStamina >= 0)) {
     currentStamina += Time.deltaTime * 10;
 }
 
 //Don't let sprint when Stamina is less than 0
 if (controller.velocity.magnitude > 0 && Input.GetKey(KeyCode.LeftShift) && currentStamina <= 0) {
     chMotor.movement.maxForwardSpeed = 6;
     chMotor.movement.maxSidewaysSpeed = 6;
 }
 
 //Don't let Stamina go above 100
 if (currentStamina >= maxStamina) {
     currentStamina = maxStamina;
 }
     
 //Don't let Stamina go below 0
 if (currentStamina <= 0) {
     currentStamina = 0;
 }

}

Any ideas to solve this problem? Thanks in advance!

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by meat5000 · Jul 30, 2015 at 02:53 PM

It works without fail.

Try enclosing your conditions in brackets

 if(x > y || g < h && g == x)
 
 if((x > y) || (g < h) && (g == x))

If the leftmost condition fails the if should not run. Use Debug.Log to check these conditions.

Add a velocity deadzone. Float values have inaccuracy and its very likely that '> 0' is a condition that is always true.

 controller.velocity.magnitude > 0.1 && //etc
Comment
Add comment · Show 1 · 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
avatar image rataman098 · Aug 01, 2015 at 09:58 AM 0
Share

I've tried the 2 options and still not working for me. If that's important, the Character controller attached to it is the default Unity's Asset Package, and to de character are attached "Character $$anonymous$$otor", "Third Person Controller" and "Third Person Camera"

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Collectible/Counter Script Error 1 Answer

[Java Script] Why is my script not working? 1 Answer

How to solve error transform.position assign attempt for 'Car' is not valid. Input position is { NaN, NaN, NaN }. 1 Answer

Ball jumping mechanic, scrip errors. 1 Answer

[UNSOLVED] Object reference not set to an instance of an object 0 Answers


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