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Question by Masonic321 · Dec 23, 2018 at 02:34 PM · inputupdateupdate functionwait

How to make a script wait for an input

Hi guys Here is my script

 public GameObject buildingFloor;
 public GameObject buildingWall;
 public BuildMode checkIfBuildModeActive;
 public UIManager uiManagerScript;
 public Transform greenFloor;
 public Transform greenWall;
 public GameObject greenFloorGO;
 public GameObject greenWallGO;


 // Use this for initialization
 public void Start ()
 {
     greenFloorGO.SetActive(false);
     greenWallGO.SetActive(false);
 }

 // Update is called once per frame
 public void Update()
 {
     if (uiManagerScript.woodAmount >= 300)
     {
         if (checkIfBuildModeActive.buildModeActive == true)
         {
             if (Input.GetKeyDown(KeyCode.Q))
             {
                 greenFloorGO.SetActive(true);
                 if (Input.GetButtonDown("Fire2"))
                 {
                     Instantiate(buildingFloor, greenFloor.position, greenFloor.rotation);
                     uiManagerScript.woodAmount -= 300;
                     greenFloorGO.SetActive(false);
                 }
             }

             if (Input.GetKeyDown(KeyCode.E))
             {
                 greenWallGO.SetActive(true);
                 if (Input.GetButtonDown("Fire1"))
                 {
                     Instantiate(buildingWall, greenWall.position, greenWall.rotation);
                     uiManagerScript.woodAmount -= 300;
                     greenWallGO.SetActive(false);
                 }
             }
         }

     }
 }

I need to make it wait for the Fire1 and Fire2 Input, because i currently have to press them straight after i press q or e please help!!!

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Answer by Vega4Life · Dec 23, 2018 at 03:58 PM

Here is an idea using a container for the key and action after pressing it. I am sure it can be improved, it was just what I was thinking at the time. I hope it helps.


     using UnityEngine;
     using System;
 
     public class InputWait : MonoBehaviour
     {
         ButtonAction buttonAction;
 
         void Update()
         {
             if (buttonAction == null)
             {
 
                 if (Input.GetKeyDown(KeyCode.Q))
                 {
                     buttonAction = new ButtonAction("Fire2", BuildFloor);
                 }
 
                 if (Input.GetKeyDown(KeyCode.E))
                 {
                     buttonAction = new ButtonAction("Fire1", BuildWall);
                 }
             }
             else if (buttonAction.CheckWaitKey())
             {
                 buttonAction = null;
             }
         }
 
 
         void BuildFloor()
         {
             Debug.Log("Build floor things");
         }
 
         void BuildWall()
         {
             Debug.Log("Build wall things");
         }
     }
 
 
     // Just a container class to hold the key and the callback
     public class ButtonAction
     {
         public string input;
         public Action callback;
 
         public ButtonAction(string input, Action callback)
         {
             this.input = input;
             this.callback = callback;
         }
 
         public bool CheckWaitKey()
         {
             if (Input.GetButtonDown(input) && callback != null)
             {
                 callback();
 
                 return true;
             }
 
             return false;
         }
     }

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