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Question by vova123456790 · Mar 31, 2020 at 08:39 PM · uibuttonshootingslidershoot

Held UI button C#

Hi, at start want to say sorry about my English. But i have a problem with shooting mechanics. I did control under the keyboard, but want to remake it fot sensor control. I have a mechanics with slider-charge shoot. When i held UI button it charge, but if i stop held it - it not shoot, it shoot only if LaunchForce = maxLaunchForce. If someone can help me, i ready to say thanks by sending couple $. Here's video how it work NOW, and THIS video how it should work. That's my code for shooting.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.EventSystems;
 
 public class Shooting : MonoBehaviour
 {
 
 
     public int m_PlayerNumber = 1;
     public Rigidbody m_Shell;
     public Transform m_FireTransform;
     public Transform FireHole2;
     public Transform FireHole3;
     public Slider m_AimSlider;
     public float m_MinLaunchForce = 5f;
     public float m_MaxLaunchForce = 15f;
     public float m_MaxChargeTime = 0.75f;
     private string m_FireButton;
     public float m_CurrentLaunchForce;
     private float m_ChargeSpeed;
     private bool m_Fired;
     public float fireRate = 2;
     public float WaitTillNextFire;
     private bool CorountineFireRate;
     public bool TripleShoot = false;
     private bool CorountineTriple;
     public FixedButton FireButton;
    
 
 
     IEnumerator FireRate(float time)
     {
         if (CorountineFireRate)
             yield break;
 
         CorountineFireRate = true;
 
         yield return new WaitForSeconds(15);
 
         fireRate = 2;
 
 
         CorountineFireRate = false;
     }
     IEnumerator Triple(float time)
     {
         if (CorountineTriple)
             yield break;
 
         CorountineTriple = true;
 
         yield return new WaitForSeconds(10);
 
         TripleShoot = false;
 
 
         CorountineTriple = false;
     }
 
     private void OnEnable()
     {
         m_CurrentLaunchForce = m_MinLaunchForce;
         m_AimSlider.value = m_MinLaunchForce;
     }
 
     private void Start()
     {
 
         m_FireButton = "Fire" + m_PlayerNumber;
         m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime;
 
     }
     void OnCollisionEnter(Collision collisionInfo)
     {
 
         if (collisionInfo.gameObject.name == "FireRateUpgrade")
         {
             fireRate = 15;
             Destroy(collisionInfo.gameObject);
             StartCoroutine(FireRate(15));
 
         }
 
         if (collisionInfo.gameObject.name == "TripleShoot")
         {
             TripleShoot = true;
             Destroy(collisionInfo.gameObject);
             StartCoroutine(Triple(10));
 
         }
     }
 
     private void Update()
     {
         WaitTillNextFire -= Time.deltaTime * fireRate;
 
         if (WaitTillNextFire <= 0)
         {
             m_AimSlider.value = m_MinLaunchForce;
             if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired)
             {
                 m_CurrentLaunchForce = m_MaxLaunchForce;
 
                 if (TripleShoot == false)
                 {
                     Fire();
                 }
                 else if (TripleShoot == true)
                 {
                     TripleFire();
                 }
             }
             else if (FireButton.Pressed == false)
             {
                 m_Fired = false;
                 m_CurrentLaunchForce = m_MinLaunchForce;
             }
 
             else if (FireButton.pointerDown == true && !m_Fired)
             {
 
 
                 m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime;
                 m_AimSlider.value = m_CurrentLaunchForce;
 
 
 
             }
             else if (FireButton.Pressed == true)
             {
 
                 if (TripleShoot == false)
                 {
                     Fire();
                 }
                 else if (TripleShoot == true)
                 {
                     TripleFire();
                 }
 
             }
         }
     
             
 
 
             }
         void Fire()
         {
             m_Fired = true;
             Rigidbody shellInstanse = Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
             shellInstanse.velocity = m_CurrentLaunchForce * m_FireTransform.forward;
             m_CurrentLaunchForce = m_MinLaunchForce;
             WaitTillNextFire = 1;
         }
         void TripleFire()
         {
             m_Fired = true;
             Rigidbody shellInstanse = Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
             Rigidbody shellInstanse2 = Instantiate(m_Shell, FireHole2.position, FireHole2.rotation) as Rigidbody;
             Rigidbody shellInstanse3 = Instantiate(m_Shell, FireHole3.position, FireHole3.rotation) as Rigidbody;
             shellInstanse.velocity = m_CurrentLaunchForce * m_FireTransform.forward;
             shellInstanse2.velocity = m_CurrentLaunchForce * FireHole2.forward;
             shellInstanse3.velocity = m_CurrentLaunchForce * FireHole3.forward;
             m_CurrentLaunchForce = m_MinLaunchForce;
             WaitTillNextFire = 1;
         }
 
 
 
 
 
 
 
 
 
 
     }
 
 

That's my code for UI button with "hold" mechanics.

 using UnityEngine.Events;
 using UnityEngine;
 using UnityEngine.EventSystems;
 using UnityEngine.UI;
 
 public class FixedButton : MonoBehaviour, IPointerUpHandler, IPointerDownHandler
 {
     public bool Pressed;
     public bool pointerDown;
     private float pointerDownTimer;
     public float requiredHoldTime;
     public UnityEvent onLongClick;
 
     public void OnPointerDown(PointerEventData eventData)
     {
         pointerDown = true;
         Pressed = true;
     }
 
     public void OnPointerUp(PointerEventData eventData)
     {
         Reset();
         Pressed = false;
     }
 
 
     void Update()
     {
         if (pointerDown)
         {
             pointerDownTimer += Time.deltaTime;
             if (pointerDownTimer >= requiredHoldTime)
             {
                 if (onLongClick != null)
                     onLongClick.Invoke();
                 Reset();
             }
         }
     }
     private void Reset()
     {
         pointerDown = false;
         
         pointerDownTimer = 0;
     }
 }

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