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Question by BinarySmash · Mar 17, 2016 at 03:12 PM · unity 5javascriptmovingturn-based

Why can't I move player's game piece on 2nd turn?

Here's my turn-manager script:

var playerObject:Transform;

public var states:boolean = true;

function Update() {

 if(states == true) {
     //print(playerObject.GetComponent(PLAYER_ONE).turnsmoving);
     playerObject.GetComponent(PLAYER_ONE).enabled = true;
     playerObject.GetComponent(PLAYER_TWO).enabled = false;

     if(playerObject.GetComponent(PLAYER_ONE).turnsmoving == 1) {

         states = false;
         playerObject.GetComponent(PLAYER_ONE).turnsmoving = 0;

     }
 }

 if(states == false) {

     playerObject.GetComponent(PLAYER_ONE).enabled = false;
     playerObject.GetComponent(PLAYER_TWO).enabled = true;

     if(playerObject.GetComponent(PLAYER_TWO).turnsmoving == 1) {

         states = true;
         playerObject.GetComponent(PLAYER_TWO).turnsmoving = 0;

     }
 }

}

Here's my game-manager script:

var selGridInt : int = 0; var aObject; var bObject; var CHECK_radio_BUTTON_selected : int;

var i : int; var x : int;

var selStrings : String[] = ["PC1", "PC2", "PC3", "PC4"]; var dist;

var HELLO : GameObject[]; var gos : GameObject[];

var distance;

var PC_position;

var distance_CHECK : int = 0;

var CHECK_for_2_OBJECTS_selected : boolean = false; var C : boolean = false;

var myTimer : float = 10.0; var speed : float = 0.5;

var MOVE : boolean = false;

public var turnsmoving : int = 0;

function OnGUI() {

 var CHANGING_1st = GameObject.Find("PC1");
 var CHANGING_2nd = GameObject.Find("PC2");
 var CHANGING_3rd = GameObject.Find("PC3");
 var CHANGING_4th = GameObject.Find("PC4");
 var CHANGING_object_COLOUR;

 GUI.Box(Rect(0,0,Screen.width/2,Screen.height/2),"Player 1");

 GUILayout.BeginVertical("Box");
 selGridInt = GUILayout.SelectionGrid(selGridInt, selStrings, 5, EditorStyles.radioButton);
 //Debug.Log(selGridInt);
 if (GUILayout.Button("Start")){
     //Debug.Log("You chose " + selStrings[selGridInt]);
     switch(selGridInt) {
         case 0:
             CHECK_radio_BUTTON_selected = selGridInt;
             CHECK_for_2_OBJECTS_selected = true;
             //CHANGING_1st.GetComponent.<Renderer>().material.color = Color.yellow;
             //distance_CHECK++;
             break;

         case 1:
             CHECK_radio_BUTTON_selected = selGridInt;
             CHECK_for_2_OBJECTS_selected = true;
             //CHANGING_2nd.GetComponent.<Renderer>().material.color = Color.yellow;
             //distance_CHECK++;
             break;

         case 2:
             CHECK_radio_BUTTON_selected = selGridInt;
             CHECK_for_2_OBJECTS_selected = true;
             //CHANGING_3rd.GetComponent.<Renderer>().material.color = Color.yellow;
             //distance_CHECK++;
             break;

         case 3:
             CHECK_radio_BUTTON_selected = selGridInt;
             CHECK_for_2_OBJECTS_selected = true;
             //CHANGING_4th.GetComponent.<Renderer>().material.color = Color.yellow;
             //distance_CHECK++;
             break;

         default:
             Debug.Log("No GameObject Selected Yet!!!");
             break;
     }

 }
 GUILayout.EndVertical();

}

function Update() { var ray = Camera.main.ScreenPointToRay (Input.mousePosition); var hit : RaycastHit; //dist = bObject.transform.position - aObject.transform.position;

 var CHANGING_1st = GameObject.Find("PC1");
 var CHANGING_2nd = GameObject.Find("PC2");
 var CHANGING_3rd = GameObject.Find("PC3");
 var CHANGING_4th = GameObject.Find("PC4");


 gos = GameObject.FindGameObjectsWithTag("Enemy");
 HELLO = GameObject.FindGameObjectsWithTag("PC");

     if(Physics.Raycast(ray, hit) && Input.GetMouseButtonUp(0)) {

          distance_CHECK++;
          print("Checking if the mouse button has been released twice: " + distance_CHECK);
          //Debug.Log(distance_CHECK);

     }

        for(x = 0; x < HELLO.Length; x++) {
      if(Physics.Raycast(ray, hit) && Input.GetMouseButtonDown(0)) {



         for(i = 0; i < gos.Length; i++) {
             //dist = (CHANGING_object_COLOUR.transform.position - gos[i].transform.position).magnitude;
         if(hit.collider.gameObject == gos[i].gameObject) {
             //Debug.Log(gos[i]);
             C = true;

             distance = Vector3.Distance(gos[i].transform.position, HELLO[x].transform.position);

  
      if(distance ==5 && C == true && CHECK_for_2_OBJECTS_selected == true && distance_CHECK == 2) {//&& distance_CHECK == 8) {
          //Debug.Log(distance);
          //gos[i].GetComponent.<Renderer>().material.color = Color.black;
          print("Node Selected: " + gos[i].name + " Character Selected: " + HELLO[x].name);
          HELLO[x].transform.LookAt(gos[i].transform.position);
          MOVE = true;
      }


         }
        }

       }


       if(MOVE == true && myTimer > 0 && CHECK_radio_BUTTON_selected == 0) {

           //Debug.Log(CHECK_radio_BUTTON_selected);
           CHANGING_1st.GetComponent.<Renderer>().material.color = Color.black;
           CHANGING_1st.transform.Translate(Vector3.forward * speed * Time.deltaTime);
           myTimer -= Time.deltaTime;
       }

        if(MOVE == true && myTimer > 0 && CHECK_radio_BUTTON_selected == 1) {

           //Debug.Log(CHECK_radio_BUTTON_selected);
           CHANGING_2nd.GetComponent.<Renderer>().material.color = Color.blue;
           CHANGING_2nd.transform.Translate(Vector3.forward * speed * Time.deltaTime);
           myTimer -= Time.deltaTime;
       }

         if(MOVE == true && myTimer > 0 && CHECK_radio_BUTTON_selected == 2) {

           //Debug.Log(CHECK_radio_BUTTON_selected);
           CHANGING_3rd.GetComponent.<Renderer>().material.color = Color.red;
           CHANGING_3rd.transform.Translate(Vector3.forward * speed * Time.deltaTime);
           myTimer -= Time.deltaTime;
       }

          if(MOVE == true && myTimer > 0 && CHECK_radio_BUTTON_selected == 3) {

           //Debug.Log(CHECK_radio_BUTTON_selected);
           CHANGING_4th.GetComponent.<Renderer>().material.color = Color.yellow;
           CHANGING_4th.transform.Translate(Vector3.forward * speed * Time.deltaTime);
           myTimer -= Time.deltaTime;
       }


  }

      if(myTimer <= 0.1){

         //Debug.Log('Resetting Variables.');
         MOVE = false;
         CHECK_for_2_OBJECTS_selected = false;
         C = false;
         distance_CHECK = 0;
         myTimer= 10.0;

         turnsmoving++;

         
     }

}

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