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Question by zacaigamestudios · Feb 28, 2020 at 10:02 PM · c#if statementfirst person controllerstupid

Two IF Statements not working in one method

I'm making my own first person controller and I want to have 3 movement speeds: walk, run and sprint. I've got my character to walk and sprint, but not running. When i flip the two if statements in the ChangeMovementSpeed() method, this time walking and running works but not sprinting. I'm not exactly new to C# (around 6 months) but it must be my stupidity and lack of experience that's causing this problem. Any help is appreciated. Thanks.

My First Person Controller code:

Note: I'm using Naughty Attributes for organization purposes :)

 using System;
 using UnityEngine;
 using NaughtyAttributes;
 
 namespace ZGS
 {
     [RequireComponent(typeof(CharacterController))]
     public class ZFirstPersonController : MonoBehaviour
     {
         #region Variables
             #region Settings
                 #region Public
                     [BoxGroup("Settings")] public float walkSpeed;
                     [BoxGroup("Settings")] public float runSpeed;
                     [BoxGroup("Settings")] public float sprintSpeed;
                     [BoxGroup("Settings")] public float jumpHeight;
                     [BoxGroup("Settings")] public float gravity = -9.81f;
                     [BoxGroup("Settings")] public CharacterController characterController;
                 #endregion
                 #region Private
                     [BoxGroup("Settings")] private float movementSpeed;
                     [BoxGroup("Settings")] Vector3 velocity;
                 #endregion
             #endregion
             #region Ground Check
                 #region Public
                     
                     [BoxGroup("Ground Check")] public float groundDistance;
                     [BoxGroup("Ground Check")] public LayerMask groundMask;
                     [BoxGroup("Ground Check")] public Transform player;
                 #endregion
                 #region Private
                     [BoxGroup("Ground Check")] bool isGrounded;
                 #endregion
             #endregion
         #endregion
 
         #region Standard Methods
         void Update()
         {
             ExecuteGroundCheck();
             ChangeMovementSpeed();
             ExecuteMovement();
             ExecuteJump();
             ExecuteGravity();
         }
         #endregion
 
         #region Custom Methods
         void ExecuteGroundCheck()
         {
             isGrounded = Physics.CheckSphere(player.position, groundDistance, groundMask);
 
             if (isGrounded && velocity.y < 0)
             {
                 velocity.y = -2f;
             }
         }
 
         void ChangeMovementSpeed()
         {
             if (Input.GetKey(KeyCode.LeftShift))
             {
                 movementSpeed = runSpeed;
             }
             else movementSpeed = walkSpeed;
 
             if (Input.GetKey(KeyCode.LeftAlt))
             {
                 movementSpeed = sprintSpeed;
             }
             else movementSpeed = walkSpeed;
         }
 
         void ExecuteMovement()
         {
             float x = Input.GetAxis("Move");
             float z = Input.GetAxis("Strafe");
 
             Vector3 move = transform.right * x + transform.forward * z;
             characterController.Move(move * movementSpeed * Time.deltaTime);
         }
 
         void ExecuteJump()
         {
             if (Input.GetButtonDown("Jump") && isGrounded)
             {
                 velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
             }
         }
 
         void ExecuteGravity()
         {
             velocity.y += gravity * Time.deltaTime;
             characterController.Move(velocity * Time.deltaTime);
         }
         #endregion
     }
 }
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Answer by tormentoarmagedoom · Feb 29, 2020 at 01:13 AM

Hello.

Yes, its normal. your code you have do this every frame:

 if X  -> A
 else > B
 
 if Y >C
 else B

So, every frame if X is pressed, A uis active, but the line 4 makes B active at the end, so your final result is B. If Y is pressed, line 2 makes B active, but then line 3 makes C active.

So you are doing "2 decicions" each fram, the decision Line 1 or Line 2 and the decision line 3 or line 4.

You need a code that onle does ONE decision with 3 different results, so you need this:

         if (Input.GetKey(KeyCode.LeftShift))
          {
              movementSpeed = runSpeed;
          }
           else if (Input.GetKey(KeyCode.LeftAlt))
          {
              movementSpeed = sprintSpeed;
          }
          else movementSpeed = walkSpeed;


This way, only one of the 3 resultswill be the winner.

BYEE! !

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avatar image zacaigamestudios · Mar 01, 2020 at 09:49 AM 0
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Awesome man! Thanks!

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Answer by abolfazlhosnian · Mar 01, 2020 at 01:13 PM

@zacaigamestudios

replace this function instead of yours:

          void ChangeMovementSpeed()
          {
              if (Input.GetKey(KeyCode.LeftShift)&Input.GetKey(KeyCode.LeftAlt))
              {
                  movementSpeed = walkSpeed;
              }
              else if (Input.GetKey(KeyCode.LeftShift))
              {
                  movementSpeed = runSpeed;
              }
              else if (Input.GetKey(KeyCode.LeftAlt))
              {
                  movementSpeed = sprintSpeed;
              }
              else 
              {
                  movementSpeed = walkSpeed;
              }
          }




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avatar image zacaigamestudios · Mar 02, 2020 at 01:31 PM 0
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Works like a treat aswell! Thanks.

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