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Question by unity_3DmGkY57st7DXQ · Jun 14, 2019 at 07:58 PM · c#unity 2dbooleanif statement

How to set a boolean to true, when pressing a button, and keep it without changing to false again,How to set a boolean true when pressing a button, without letting it change to false again?

Hi, I wanted to check if my player is holding a gun, so I can play different animations. I set a bool as a parameter called HoldingGun (false). I wanted to make it true when the player hit the key ("g"). It is like a mode change from Idle to shooter. and that works, except that the boolean is just true, as long as I am pressing "g", what is not what I want. Is there a way to set a boolean true, as long as I press another key? And without holding the "G" key?

Here is my code:

     void Update()
     {
         animator.SetBool("HoldingGun", false);
 
         if (Input.GetKey("g"))
         {
             HoldGun = true;
             animator.SetBool("HoldingGun", true);
         }
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Answer by Hellium · Jun 14, 2019 at 08:35 PM

 void Start()
 {
      animator.SetBool("HoldingGun", false);
 }

 void Update()
 {
     if (Input.GetKeyDown("g") && !HoldGun)
     {
         HoldGun = true;
         animator.SetBool("HoldingGun", true);
     }
 }
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avatar image unity_3DmGkY57st7DXQ · Jun 14, 2019 at 08:39 PM 0
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That works. Thank you !!

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Answer by L33T_Rakshasa · Jun 14, 2019 at 08:47 PM

@unity_3DmGkY57st7DXQ I don't know if it will help but if you are wanting like a toggle type of effect when ever you press the key you set up you could just set the bool value to be what it isn't.

Example: if (Input.GetKeyDown(KeyCode.J)) { Hand = !Hand; }

This would make it so if the value of Hand is false, pressing the button would change it to true. Pressing it again would change it back to false.

I don't know if this helps but just a suggestion for having the value invert on button press when dealing with bools.

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avatar image unity_3DmGkY57st7DXQ · Jun 14, 2019 at 09:29 PM 0
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Wow, thank you very much! I was thinking about a longer way to do that. That worked! and it helps. thanks again. ( for anyone who had the same question, my end code looks like this now:)

   bool HoldingGun = false;
 
     void Start()
     {
        animator.SetBool("HoldingGun", HoldingGun);
     }
 
     void Update()
     {
         if (Input.Get$$anonymous$$eyDown("g"))
         {
             HoldingGun = !HoldingGun;
             animator.SetBool("HoldingGun", HoldingGun);
         }
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Answer by SavaTim · Jun 14, 2019 at 08:12 PM

void Update() { animator.SetBool("HoldingGun", false);

      if (Input.GetKeyDown("g"))
      {
          HoldGun = true;
          animator.SetBool("HoldingGun", true);
      }
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avatar image unity_3DmGkY57st7DXQ · Jun 14, 2019 at 08:18 PM 0
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when doing this, the boolean gets false again in just a few seconds... I want to set it as true, as long as I don't change it again. thanks for the answer though.

avatar image SavaTim · Jun 14, 2019 at 08:28 PM 0
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set a boolean true when you Press "G" and set fals when you return to prass "G" is it? OR set a boolean true when you Press "G" $$anonymous$$eep true when you press "$$anonymous$$ouse 1" and set fals when You GetUp "$$anonymous$$ouse 1"????

avatar image unity_3DmGkY57st7DXQ SavaTim · Jun 14, 2019 at 08:34 PM 0
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yes, but the boolean returns to false, even though I didn't press "G" again. It just gets true for a few seconds after pressing "G"

avatar image SavaTim unity_3DmGkY57st7DXQ · Jun 14, 2019 at 08:35 PM 0
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Its Working Fine For me

public bool Hand;

 private void Update()
 {
     if (Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.J))
     {
         if (Hand == false)
         {
             StartCoroutine(TimeTrue());
         }
         else
         {
             StartCoroutine(TimeFalse());
         }
         
     }
 }


 IEnumerator TimeTrue()
 {
     yield return new WaitForSeconds(5);
     Hand = true;
 }
 IEnumerator TimeFalse()
 {
     yield return new WaitForSeconds(5);
     Hand = false;
 }
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