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Question by ninjixfatality · Mar 23, 2018 at 07:25 AM · coroutinesienumeratorfixedupdatekeypress

Detect when a key is pressed or not pressed using Corutine?

Hi everyone! I'm fairly new to C# and I'm trying to write my script for enemy AI. What I want is if the "S" key is pressed the enemy goes away (Gets destroyed). If no key is pressed for a certain amount of time the game resets. Instead the enemy Debug.Log reset comes up at the start (which makes sense because it is in my start function. However, if I put it under update it updates every frame. Should I use FixedUpdate instead? I need a clear example of how this should go.

public class EnemyAI : MonoBehaviour { public int waitTime = 1; public int fadeTime = 3;

 public GameObject enemy;
 
 void Start ()
 {
     StartCoroutine (FadeIn ());

     if (!Input.GetKeyDown (KeyCode.S)) {
         StartCoroutine (ResetEnemy ());
     }
 }

 void Update ()
 {
     if (Input.GetKeyDown (KeyCode.S)) {

         Debug.Log ("Death Enemy Started");
         //Fade out
         SetMaterialTransparent ();
         iTween.FadeTo (enemy, 0, 1);
         Destroy (GameObject.FindWithTag ("Enemy"));
     } 
 }

 IEnumerator FadeIn ()
 {
     Debug.Log ("Enemy Has Entered");
     yield return new WaitForSeconds (5);

     // Fade in
     iTween.FadeTo (enemy, 1, 1);
     Invoke ("SetMaterialOpaque", 1f);
 }

 IEnumerator ResetEnemy ()
 {
     Debug.Log ("Reset Game");
     yield return new WaitForSeconds (30);
     //Fade out
     SetMaterialTransparent ();
     iTween.FadeTo (enemy, 0, 1);

     Destroy (GameObject.FindWithTag ("Enemy"));
 }

}

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