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Question Current date deactivate the button

Discussion in 'Scripting' started by Cabras-Games33, Nov 30, 2022.

  1. Cabras-Games33

    Cabras-Games33

    Joined:
    Sep 25, 2022
    Posts:
    3
    Hello everyone!!

    I'm not a programmer, I need your help!

    In this simple script there are 2 functions.

    1st Function - The current date appears on the scene together with the hour, minutes and seconds, therefore all in real time.

    2nd Function - the button must be disabled on the part (interactable).

    The two separate codes work fine but I would like to merge them together into one Script.
    The function I would like to perform is that on any day a user accesses by pressing play, the script will have to disable button n° 1 on 01/12/2022 - button n° 2 on 02/12/2022 - button n° 3 on 03/12/2022 and so on.

    I hope I was clear in the explanation.

    Thank you all!!!


    IMG Button.png
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.UI;
    5.  
    6. public class TimeDisplay : MonoBehaviour {
    7.  
    8. public Text timeText;
    9. public Button newButton;
    10.  
    11.  
    12.         public void newMethod()
    13.   {
    14.         Debug.Log("Hello World");
    15.         newButton.interactable = false;
    16. }
    17.  
    18.     // Start is called before the first frame update
    19.     public void Update()
    20.     {
    21.         timeText.text = "" + System.DateTime.Now;
    22.        
    23. }
    24.  
    25.  
    26. }
     
  2. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,491
    Why post this on the C# Job System sub-forum though? The post doesn't relate to that at all.

    Clearly this belongs in the Scripting forum where your last post was.

    Would you like me to move it for you?
     
  3. Cabras-Games33

    Cabras-Games33

    Joined:
    Sep 25, 2022
    Posts:
    3
    YES PLEASE.
     
    MelvMay likes this.
  4. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,491
    Done.
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,736
    Welcome! Time to change that!

    Based on your description, the parts you will need to learn include:

    - how to compare and make decisions based on System.DateTime objects (eg, "times")

    - how to manipulate the .interactable property on the button(s) you desire

    The first is just C# reference and familiarity.

    The second is familiarity with the UnityEngine.UI API for Buttons.

    You can find Youtube tutorials to cover both of these things as you build up your script(s).

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.