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Question by RVDL_IT · Apr 14, 2018 at 12:58 PM · c#if-statementsonce0execute

Make a code line execute only once

I've written a stagger script that makes the enemy not move for a bit after getting knocked back. Unfortunately, it keeps on setting the variable that sets whether or not an object is knocked back (for movements) to false. This is because when the Stagger timer is set to 0 when not used, but when its done (aka set to 0) it sets the knocked back variable to false. Is there a way that I can make a system that only checks that code line once or perhaps something that checks if the KnockedBack variable was set to true a bit ago?

My script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class StaggerPlayer : MonoBehaviour {
 
     public bool KnockedBack;
     public float StaggerTime;
     public float StaggerTimer;    
     
     void Update() {
         if(this.gameObject.GetComponent<Rigidbody2D>().velocity == new Vector2(0, 0) && this.gameObject.GetComponent<EnemyMovement>().KnockedBack == true && StaggerTime == 0) {
             StaggerTime = StaggerTimer;
         }
 
         if(StaggerTime > 0) {
             StaggerTime -= Time.deltaTime;
         }
         if(StaggerTime < 0) {
             StaggerTime = 0;
         }
         if(StaggerTime == 0) {
             this.gameObject.GetComponent<EnemyMovement>().KnockedBack = false;
         }
     }
 }
 
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Answer by Captain_Pineapple · Apr 14, 2018 at 01:08 PM

Not sure if i got your problem right but try the following:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class StaggerPlayer : MonoBehaviour {
 
     public bool KnockedBack;
     public float StaggerTime;
     public float StaggerTimer;    
     private bool doKnockBackOnce;
     void Update() {
         if(this.gameObject.GetComponent<Rigidbody2D>().velocity == new Vector2(0, 0) && this.gameObject.GetComponent<EnemyMovement>().KnockedBack == true && StaggerTime == 0) {
             StaggerTime = StaggerTimer;
             doKnockBackOnce = true;
         }
 
         if(StaggerTime > 0) {
             StaggerTime -= Time.deltaTime;
         }
         if(StaggerTime < 0) {
             StaggerTime = 0;
         }
         if(StaggerTime == 0 && doKnockBackOnce == true) {
             doKnockBackOnce = false;
             this.gameObject.GetComponent<EnemyMovement>().KnockedBack = false;
         }
     }
 }
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Answer by argentummanusbeta · Apr 14, 2018 at 01:11 PM

I don't know 100% what you are trying to ask, but here is my best answer: Maybe try using a collider on the enemy object and the void OnCollisionEnter to sense if an object has collided with it, then it initiates a timer that makes the enemy stagger.

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