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This question was closed Dec 05, 2013 at 02:00 AM by clunk47 for the following reason:

The question is answered, right answer was accepted

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Question by Sirmaiji · Sep 10, 2013 at 09:15 PM · animationinputbuttonfunctiongetbutton

GetButton Problem

Here's a part of code:

 if (Input.GetButton ("Aiming")){
     target.animation.CrossFade ("aiming");
     walkSpeed = 0;}
 
 
 if (Input.GetButton("Aiming")){
       
 if (Input.GetButton("Action")){
      
       target.animation.CrossFade("shoot",0.1);
 }}

What I actually tend to achieve is make it work like so: if Aiming button pressed then aiming animation's played and only after that I can press button Action to perform shooting action(play shooting animation). But on the other hand if Action button pressed first and then I press Aiming button, I don't want shooting action happen and let character stay in idle pose just like no button was pressed. I guess I need somehow block Aiming Button Input when Action button is pressed. Any ideas how to achieve this? Thanks for your feedback :)

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Answer by clunk47 · Sep 10, 2013 at 09:27 PM

Try using a boolean.

 bool canShoot;
 
 if(Input.GetButton("Aiming"))
     canShoot = true;
 
 else
     canShoot = false;
 
 if(canShoot)
 {
     if(Input.GetButton("Action"))
     {
         target.animation.CrossFade("shoot", 0.1f);
     }
 }

If you are using JS, bool canShoot would be

var canShoot : boolean;

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