Input not being detected (yet input is specified)

2019-08-14 18:59发布

I have the following function to manage the reloading process of my player's gun in my game. I call the function from an AmmoCheck function and it runs, however the if statement is never run because the input doesn't get detected. The line:

Debug.Log("Reload function check");

will print to the console, but nothing further.

I have made sure the Input is set up under Edit>Project Settings>Input, and it is set to the r button. (Proof - http://i.imgur.com/u2aVNpU.png )

The function:

void gunReload()
{
    Debug.Log("Reload function check");
    if (Input.GetButtonDown("Reload")) {

        Debug.Log("Reloading");
        if(changeWeapon.currentGun == changeWeapon.gunPistol) {
            aReload.SetActive(false);
            // Incrementing the aClipPistolCurrent value by 1 so the current clip "should" progress one along? idk
            aClipPistolCurrent += 1;
        }
        if(changeWeapon.currentGun == changeWeapon.gunAssault) {
            aReload.SetActive(false);
            // Incrementing the aClipPistolCurrent value by 1 so the current clip "should" progress one along? idk
            aClipAssaultCurrent += 1;
        }

    }       
}

Function calling gunReload();

gunAmmoCheck() is being called inside of Update()

void gunAmmoCheck()
{

    if(changeWeapon.currentGun == changeWeapon.gunPistol && aClipPistol[aClipPistolCurrent] > 0) {
        gunFire ();
        // Reducing the ammo of the current clip by 1.
        // ClipPistol is being used (say array, why array
        aClipPistol[aClipPistolCurrent] -= 1;
    }
    if(changeWeapon.currentGun == changeWeapon.gunAssault && aClipAssault[aClipAssaultCurrent] > 0) {
        gunFire ();
        // Reducing the ammo of the current clip by 1.
        // ClipPistol is being used (say array, why array
        aClipAssault[aClipAssaultCurrent] -= 1;
    }

    if(aClipPistol[aClipPistolCurrent] == 0)
    {
        Debug.Log ("Reload");
        // Activating the reload notification on the interface
        aReload.SetActive(true);
        gunReload();
    }
    if(aClipAssault[aClipAssaultCurrent] == 0)
    {
        Debug.Log ("Reload");
        // Activating the reload notification on the interface
        aReload.SetActive(true);
        noAmmo = true;
        gunReload();
    }
}

I'm at a loss here, since all of my other inputs work flawlessly. Any help would be greatly appreciated.

标签: c# input unity3d
1条回答
疯言疯语
2楼-- · 2019-08-14 19:33

I just tested this and it worked. I am starting to think that the problem is where you are calling the function from. Not sure yet but

Lets find the problem slowly. Can you comment out those things in your function and have only

 void gunReload ()
    {
        //Debug.Log ("Reload function check");
        if (Input.GetButtonDown ("Reload")) {

            Debug.Log ("Reloading");

        }       
    } 

in your code. Then call gunReload () from the Update and tell me if it works. It would also be good to pose the function you are calling gunReload () from.

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