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Question by Joafie · Sep 09, 2016 at 04:21 PM · updatevelocitystartcoroutinegetkey

How to disable a keypress after a certain amount of time?

I have a button that gives the player a speed boost, but I only want it to last for a short amount of time (like a second). I'm trying to use a Coroutine to make it last only a second, but it's not working right.

My Code:

     IEnumerator SpeedUpBoost () {
         yield return new WaitForSeconds (speedUpCutoffTime);
         rigbody.velocity = new Vector2 (speed, 0);
 
     }
 
     
     // Update is called once per frame
     void Update () {
         if (updateOn == true) {
             if (Input.GetKey (moveUp)) {
                 rigbody.velocity = new Vector2 (speed, 20);
             } else if (Input.GetKey(speedUp)) {
                 rigbody.velocity = new Vector2 (speed, 40);
                 StartCoroutine (SpeedUpBoost ());
             } else if (Input.GetKey (speedDown)) {
                 rigbody.velocity = new Vector2 (speed, -20);
             } else {
                 rigbody.velocity = new Vector2 (speed, 0);
             }
         }
     }

Any ideas on what to do what be super helpful! Thanks! :D

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Answer by Jessespike · Sep 09, 2016 at 06:17 PM

WaitForSeconds will pause the coroutine, you can use WaitForEndOfFrame and Time.deltaTime to keep track of time progress. Can try something like this:

 bool boostAvailable = true;
 
 IEnumerator SpeedUpBoost () {
     updateOn = false;
     boostAvailable = false;
 
     float elapsed = 0f;
     while (elapsed < speedUpCutoffTime)
     {
         rigbody.velocity = new Vector2 (speed, 40);
         elapsed += Time.deltaTime;
         yield return new WaitForEndOfFrame();
     }

     updateOn = true;
 
     // simple cooldown, prevent boost for some time
     // if an item makes the boost available, then it can set boostAvailable to true instead.
     yield return new WaitForSeconds(5f);
     boostAvailable = true;
 }
 
 
 // Update is called once per frame
 void Update () {
     if (updateOn == true) {
         if (Input.GetKey (moveUp)) {
             rigbody.velocity = new Vector2 (speed, 20);
         } else if (Input.GetKey(speedUp) && boostAvailable) {
             StartCoroutine(SpeedUpBoost());
         } else if (Input.GetKey (speedDown)) {
             rigbody.velocity = new Vector2 (speed, -20);
         } else {
             rigbody.velocity = new Vector2 (speed, 0);
         }
     }
 }
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avatar image Joafie · Sep 09, 2016 at 08:40 PM 0
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Wow that worked like a charm. Thank you so much!! I was thinking I needed to incorporate Time.deltatime into it somehow, I just wasn't sure how. :D

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