public class PlayerController : MonoBehaviour
{
public float moveSpeed;
private Rigidbody myRigidBody;
private Vector3 moveInput;
private Vector3 moveVelocity;
private Camera mainCamera;
public GunController theGun;
// Start is called before the first frame update
void Start()
{
myRigidBody = GetComponent<Rigidbody>();
mainCamera = FindObjectOfType<Camera>();
}
// Update is called once per frame
void Update()
{
moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
moveVelocity = moveInput * moveSpeed;
Ray cameraRay = mainCamera.ScreenPointToRay(Input.mousePosition);
Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
float rayLength;
if(groundPlane.Raycast(cameraRay,out rayLength))
{
Vector3 pointToLook = cameraRay.GetPoint(rayLength);
Debug.DrawLine(cameraRay.origin, pointToLook, Color.blue);
transform.LookAt(new Vector3(pointToLook.x, transform.position.y, pointToLook.z));
}
if(Input.GetMouseButtonDown(0))
print ("The Gun should have fired");
Debug.Log("Pressed Left Mouse Button.");
theGun.isFiring = true;
if (Input.GetMouseButtonDown(0))
print("The gun should have stopped firing");
theGun.isFiring = false;
}
void FixedUpdate()
{
myRigidBody.velocity = moveVelocity;
}
}
I reckon my problem starts with the if,if statement. The console seems to register the left mouse button as down all the time. and without the debug statement, if i press down, the print text pops up but imediatly goes to the next print even though i never unclicked. With or without the debug or print code, the intended effect never happens. Sorry if formatted wrong, very new to this.
C# is not like Python... C# doesn't use code blocks by indenting code lines. In c# you'll need to open a block with an {
and close it with an }
.
So this part will not work like you might think:
if(Input.GetMouseButtonDown(0))
print ("The Gun should have fired");
Debug.Log("Pressed Left Mouse Button.");
theGun.isFiring = true;
// forgot to negate?!
if (Input.GetMouseButtonDown(0))
print("The gun should have stopped firing");
theGun.isFiring = false;
Try
if (Input.GetMouseButtonDown(0) && !theGun.isFiring) {
print ("The Gun should have fired");
Debug.Log("Pressed Left Mouse Button.");
theGun.isFiring = true;
} else if (theGun.isFiring) {
print("The gun should have stopped firing");
theGun.isFiring = false;
}
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