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Question by Kishan_Mokaria · Dec 28, 2016 at 07:30 AM · c#arrayscripting beginnercharacter movement

saving user input for later character control

I want to save the basic 2D control for a character that the user provides before starting the time in scene. and can anyone help me by telling the way by which i can move my character according to the input in array. i've made a code but i am sure it doesn't work but it explains the point well.

using UnityEngine; using System.Collections;

public class charactercontrol : MonoBehaviour {

 // Use this for initialization
 void Start () {
     int[] instructions = new int[25];
 }
 
 // Update is called once per frame
 void Update () {
     for (int i = 0; i < 5; i++)
         if (Input.GetKey ("up")) {
             instructions [i] = 1;
         } else if (Input.GetKey ("right")) {
             instructions [i] = 2;
         }
         else if (Input.GetKey ("down")) {
             instructions [i] = 3;
         }
         else if (Input.GetKey ("left")) {
             instructions [i] = 4;
         }
 }

}

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Answer by SmomoGame · Dec 28, 2016 at 03:00 PM

I think you are on the right way.

Use a list to store the inputs, then make a switch to check each key

 // Inputs list
     public List<string> inputKeys = new List<string>() ;
     
     void Update(){
         if(Input.GetKeyDown("down")){
             inputKeys.Add("down") ;
         }
         if(Input.GetKeyDown("right")){
             inputKeys.Add("right") ;
         }
         if(Input.GetKeyDown("left")){
             inputKeys.Add("left") ;
         }
         if(Input.GetKeyDown("up")){
             inputKeys.Add("up") ;
         }
         
         // Check the list and do whatever you want for each key string
         foreach(string key in inputKeys){
             switch(key){
                 case "down" :
                     break ;
                 case "up" :
                     break ;
                 case "right" :
                     break ;
                 case "left" :
                     break ;
             }
         }
     }


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