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Question by Doggi · Feb 21, 2016 at 07:26 PM · updatewaitforsecondswaitguns

How to delay an action in Untiy

Lets say, that you have a action:

 void doSomething() {
     //it does something
 }

And you want to execute this action when a key is pressed:

 void Update() {
     if (Input.GetKey(KeyCode.someKey) {
         doSomething();
     }
 }

BUT: you don't want to execute this action EVERY SINGLE FRAME THE USER PRESSES THE KEY.

For instance, if you have a semi-automatic rifle, and you hold down a key, you want to fire every second or two seconds.

HOW?

I will appreciate any help ASAP.

BTW: This doesn't work:

 IEnumeratior bla() {
     doSomething();
     yield return new WaitForSeconds(1);
 }

 void Update() {
     if (...) {
         StartCoroutine("bla");
     }
 }

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Answer by flashframe · Feb 21, 2016 at 07:47 PM

Your coroutine would work if you were using GetKeyDown instead of GetKey. (Although there's a typo in the coroutine you posted here; it should be "IEnumerator")

Use GetKeyDown to start firing and GetKeyUp to stop firing.

 void Update()
 {
     if(Input.GetKeyDown(KeyCode.someKey)
     {
         StartCoroutine("bla");
     }
 
     if(Input.GetKeyUp(KeyCode.someKey)
     {
         StopCoroutine("bla");
     }
 }

You could also use InvokeRepeating() and CancelInvoke() instead of a coroutine, which might be better in this case.

http://docs.unity3d.com/ScriptReference/MonoBehaviour.InvokeRepeating.html http://docs.unity3d.com/ScriptReference/MonoBehaviour.CancelInvoke.html

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avatar image Doggi · Feb 21, 2016 at 10:30 PM 0
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Thanks. :)

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