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Question Re-Set Integer

Discussion in 'Scripting' started by Silver100, Jul 20, 2023.

  1. Silver100

    Silver100

    Joined:
    May 4, 2019
    Posts:
    30
    Any ideas on how this Integer method could be re-set tried buttonup method but has no effect?

    Code (CSharp):
    1. public int Buttonpressed = 0;
    2.  
    3. if (Input.GetButtonDown("Equip Next Item")) joystick button3 (assigned in input manager) = Y button on the controller
    4.        {
    5.            Buttonpressed += 1 * 1;// Button pressed gets recorded
    6.        }
    7.  
    8.        if (Input.GetButtonUp("Equip Next Item"))// Button up should re-set
    9.        {
    10.            Buttonpressed +=0;// However my attempt to re-set wont work
    11.        }
    12.        if (Buttonpressed == 3) //if pressing  3 time the event below happens that cancels
    13.  
    14.        {
    15.           Weapon1.SetActive(false); //
    16.           Weapon2.SetActive(false);
    17.    
    18.      }
    19.  
    20.    }
     
  2. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    10,468
    Code (CSharp):
    1.  Buttonpressed +=0;// However my attempt to re-set wont work
    You are adding zero and saying it isn't working. What is 2 + 0. Yes, 2. :)

    Do you want to set to zero? If so then assign to zero as you do initially, not add zero.
    Code (CSharp):
    1. Buttonpressed = 0;
    Pretty basic stuff so maybe you mean something else.
     
  3. Silver100

    Silver100

    Joined:
    May 4, 2019
    Posts:
    30
    Thanks it helped I did try just 0 that was my thoughts too. Got it to work using a deduction of 3 in the method below to get back to 0 is working.
    Code (csharp):
    1.  
    2.  if (Buttonpressed == 3)//
    3.         {
    4.             Spawngunloaded.SetActive(false);
    5.             Machinegunloaded.SetActive(false);
    6.             Spawngunempty.SetActive(true);//sword
    7.             Crosshair.SetActive(false);
    8.             Buttonpressed += -3 * 1;// Match button press attempts to reset here I have subtracted 3
    9.         }
    10.     }
     
    Last edited: Jul 20, 2023
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    You do understand that this will ONLY make Buttonpressed zero if it was already +3, right?

    And you DO understand that if Buttonpressed is already zero and you execute the above code, it will subsequently become -3, right?

    And you do understand that multiplying anything by 1 has no effect, right?

    And what @MelvMay says above WILL WORK (simply assigning zero to it), so the fact that you claim it does not work makes me think you have another bug somewhere else and that you will have more massive mysteries until you fix that other bug.

    If you want to find your actual bug, here's how:

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
    Silver100 likes this.
  5. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,082
    You're using the wrong operator. The
    +=
    operator means "add to the existing value". You want the
    =
    operator which means "set to this value".
     
    Silver100 and Bunny83 like this.
  6. Silver100

    Silver100

    Joined:
    May 4, 2019
    Posts:
    30
    Thanks Yes, your right it worked initially but Its responding slowly soon as I pressed quicker it definitely had issues I will take a look at this thanks :)
     
  7. Silver100

    Silver100

    Joined:
    May 4, 2019
    Posts:
    30
    Thanks I will give that another try :)