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Question by brewster2110 · May 10, 2018 at 09:05 AM · scripting probleminputscript.time

Wanting timer to run after single click

Hi, very simple question, any help would be really nice I have a Time.time method that runs when the mouse button is clicked. But it only counts time when the mouse button is held down, I want it to run the timer fully after just one click of the mouse. Code is below:

     void Update()
     {
         effectsTimer += Time.deltaTime;
         if (Input.GetButton("Fire1") && Time.time > whenToFireNext)
         {
             soundTime();
             projectileOrigin.GetComponent<Light>().enabled = true;

         }
         if (soundTimer >= 90f)
         {
             fireBullet ();
         }
         if (effectsTimer >= timeBetweenBullets * effectsDisplayTime)
         {
             disableEffects();
         }
     }
     void soundTime()
     {
        
             soundTimer += Time.time;
             
     }


Thanks for any help

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Answer by tormentoarmagedoom · May 10, 2018 at 09:22 AM

Good day.

Then maybe you should change the code and use the Invoke function.

Invoke allows you to execute a method (in the same script, with no parameters) after X seconds

 void Update ()
  {
   if (Input.GetKeyDown(Keycode.Mouse0))
   {
   Invoke ("DestroyTheWorld", 2.5f);
   }
  }
 
 void DestroyTheWorld()
  {
   Boum!
  }


so 2.5 seconds after i click the mouse button.... Boum!

Bye! :D

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Answer by TanselAltinel · May 10, 2018 at 09:20 AM

Hi,

In your code, soundTimer is only increased in soundTime method, which is only called if Mouse Button is pressed.

Instead of calling the method like that, you can use Coroutine instead like this:

 void Update() {
     effectsTimer += Time.deltaTime;
     if (Input.GetButton("Fire1") && Time.time > whenToFireNext) {
         StartCoroutine(soundTime());
         projectileOrigin.GetComponent<Light>().enabled = true;
     }
     if (effectsTimer >= timeBetweenBullets * effectsDisplayTime) {
         disableEffects();
     }
 }
 public IEnumerator soundTime() {
     yield return new WaitForSeconds(90f);
     fireBullet ();
 }
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