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Question by FRStudios1998 · Jan 05, 2019 at 11:48 PM · multipleexecutetimes

Code executing multiple times?

OK, I have a problem

Let's say I have 2 items in an inventory and I use 1. I should now have 1. But for some reason, my code will execute the action of taking away 1 multiple time during a button press, leaving me with no items

My Code:

//quick select use//

if (quickItemNumber == 0) { Destroy(quickButton.gameObject); }

     if (quickItemNumber >= 1)
     {
         if (quickButton.GetComponent<ButtonMaster>().itemID == "001")
         {
             gameManager.GetComponent<InventoryManager>().item001 -= 1f;
         }
     }

My question is; How can I make this code happen only once?

Thanks for your help

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avatar image c_Feng · Jan 05, 2019 at 11:58 PM 0
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How are you handling the button press? If you're using "Input.Get$$anonymous$$ey()," it will fire every update the key is held down. $$anonymous$$ake sure you're using "Input.Get$$anonymous$$eyDown()" or "Input.Get$$anonymous$$eyUp()".
https://docs.unity3d.com/ScriptReference/Input.html

avatar image FRStudios1998 c_Feng · Jan 06, 2019 at 12:01 AM 0
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I'm using Input.GetAxis, as it is a PS4 d-pad.

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Answer by c_Feng · Jan 06, 2019 at 12:09 AM

Your button input is being registered each time the code is run. To get around this, implement a boolean check:

 bool buttonHeld = false;
 if (Input.GetAxis(<blahblah>))
 {
     if (!buttonHeld)
     {
         buttonHeld = true;
         // Execute input code (use item)
     }
 }
 else
 {
     buttonHeld = false;
 }
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avatar image FRStudios1998 · Jan 06, 2019 at 12:15 AM 0
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You're a life-saver my dude. Worked beautifully. Thank you so much.

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