Hello.
So, i’ve created a button for change weapon (OnGUI function) :
if(GUI.Button (Rect (xPlay,yPlay,heightButtonPlay,widthButtonPlay), "Change weapon")){
if(targetScript.WeaponActive == 1){
targetScript.WeaponActive = 2;
}else if(targetScript.WeaponActive == 2){
targetScript.WeaponActive = 3;
}else if(targetScript.WeaponActive == 3){
targetScript.WeaponActive = 1;
}
}
In the inspector, when i click on the button, the value of WeaponActive change, but not the model, but my script seems good (update function):
if(WeaponActive == 1){
Sword1.renderer.enabled = true;
Sword2.renderer.enabled = false;
Sword3.renderer.enabled = false;
}
if(WeaponActive == 2){
Sword1.renderer.enabled = false;
Sword2.renderer.enabled = true;
Sword3.renderer.enabled = false;
}
if(WeaponActive == 3){
Sword1.renderer.enabled = false;
Sword2.renderer.enabled = false;
Sword3.renderer.enabled = true;
}
if(WeaponActive == 0){
NoWeapon = true;
Sword1.renderer.enabled = false;
Sword2.renderer.enabled = false;
Sword3.renderer.enabled = false;
}
In the game i just see the WeaponActive = 1, because it’s my base value (in my start function) :
WeaponActive = 2;
NoWeapon = false;
What is the problem ? ![]()
Sorry for my bad english, i’m french.
Sword1 is the variable for the GameObject right? Also next time post using the comments, not another answer
– KMKxJOEY1Okey sorry, yes it's the GameObject, just see : Sword1 = GameObject.Find("Sword1");
– WINTERwAVEok would you mind posting the whole script? or atleast that section, because i see nothing wrong with those 3 lines.
– KMKxJOEY1