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Question by 4atu00 · Jun 26, 2018 at 02:46 AM · c#

Changing between Prone, Crouch and Stand with one key.

Hi,

I'm having some problems with making my character switch between prone, crouch and stand stances. I'm trying to copy the stance system from MGS:V where all the changes are made by either pressing or holding F.

Currently my code's problem is that I can't switch back to stand mode after going either crouch or prone. I believe this is due to the button presses function changes according to a bool that it's supposed to change.

The code is supposed to work like this:

F press while standing: crouch

F press while crouch: stand

F press while prone: crouch

F hold while stand: prone

F hold while crouch: prone

F hold while prone: stand

The cLongPress bool is supposed to count the time the key is pressed and it seems to work fine and the reason i used keyUp for pressing C (not holding) is so that the timer actually has a change to go to to the cRequeredPressTime


 public float cPressTimeRequered = 0.5f;
 public float cPressTime = 0;
 public bool cLongPress = false;
 public bool isGrounded;
 public bool isStanding;
 public bool isCrouched = false;
 public bool isProne = false;

 // Use this for initialization
 void Start()
 {
     isStanding = true;
 }

 // Update is called once per frame
 void Update()
 {
     if (Input.GetKey(KeyCode.C))
     {
         cPressTime += Time.deltaTime;
     }
     if (Input.GetKeyUp(KeyCode.C))
     {
         cPressTime = 0;
     }

     //To Stand
     if (Input.GetKeyUp(KeyCode.C) && cLongPress == false && isCrouched)
     {
         isStanding = true;
         isCrouched = false;
         isProne = false;
     }
     if (Input.GetKey(KeyCode.C) && cLongPress == true && isProne)
     {
         isStanding = true;
         isCrouched = false;
         isProne = false;
     }

     //To Crouch
     if (Input.GetKeyUp(KeyCode.C) && cLongPress == false && isStanding)
     {
         isStanding = false;
         isCrouched = true;
         isProne = false;
     }
     if (Input.GetKeyUp(KeyCode.C) && cLongPress == false && isProne)
     {
         isStanding = false;
         isCrouched = true;
         isProne = false;
     }

     //To Prone
     if (Input.GetKey(KeyCode.C) && cLongPress == true && isStanding)
     {
         isStanding = false;
         isCrouched = false;
         isProne = true;
     }
     if (Input.GetKey(KeyCode.C) && cLongPress == true && isCrouched)
     {
         isStanding = false;
         isCrouched = false;
         isProne = true;
     }
 }

The only solution that I've been able to find was to use animations to change the stance but I would prefer to make the script somewhat independent of the animator.,

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Answer by 4atu00 · Jun 26, 2018 at 01:17 PM

I got it working myself.

I made it so that instead of the prone stance being directly triggered by pressing C in which case the signal is continuous it is triggered by a system that only sends one signal per one hold.

Here is my code:

 public bool cLongPress = false;
 public bool isStanding = true;
 public bool isCrouched = false;
 public bool isProne = false;

 public float cPressTimeRequered = 0.5f;
 public float cPressTimeReset = 0;
 public float cPressTime = 0;
 public bool continusPressCheck = false;

 // Use this for initialization
 void Start()
 {
     isStanding = true;
     isCrouched = false;
     isProne = false;
 }

 // Update is called once per frame
 void Update()
 {
     //Stance trigger timer
     if (Input.GetKey(KeyCode.C) && continusPressCheck == false)
     {
         cPressTimeReset += Time.deltaTime;
     }
     if (Input.GetKeyUp(KeyCode.C) || continusPressCheck==true)
     {
         cPressTimeReset = 0;
     }
     if (Input.GetKey(KeyCode.C))
     {
         cPressTime += Time.deltaTime;
     }
     if (cPressTimeReset >= cPressTimeRequered && continusPressCheck == false)
     {
         continusPressCheck = true;
         cLongPress = true;
     }
     else
     {
         cLongPress = false;
     }
     if (Input.GetKeyUp(KeyCode.C))
     {
         continusPressCheck = false;
     }

     //Stances
     if (cLongPress)
     {
         isProne = !isProne;
         isCrouched = false;
     }
     if (Input.GetKeyUp(KeyCode.C) && cPressTime<cPressTimeRequered)
     {
         isCrouched = !isCrouched;
         isProne = false;
     }
     if(isCrouched == false && isProne == false)
     {
         isStanding = true;
     }
     else
     {
         isStanding = false;
     }
 }

 //Update is called once per frame ends
 void LateUpdate()
 {
     if (Input.GetKeyUp(KeyCode.C))
     {
         cPressTime = 0;
     }
 }
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Answer by tormentoarmagedoom · Jun 26, 2018 at 08:00 AM

Good day.

First, you need to difference between:

GetKeyDown (is true only the frame user has commenced to press the key)

GetKey (is true during all frames the commenced and finished with the key pressed)

So you can do something like

 if (GetKeyDown)
 {
 bla bla
  if (GetKey)
   {
   }
 }

ind inside that, make if and else if sentences to know the state (proud, stand...) to decide what to do.

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