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Question by lioneleonn · Mar 18, 2020 at 11:42 PM · inputcontrolskeyboard inputfightingfightingame

Single tap / Double tap / Hold button

Hi. Im making a fighting game and Im having some difficulties with the inputs. Thats because I wanna put 3 kinds of actions for each button:

Single tap button Double tap button Hold button

I made some test code, however, I wanna to decrease the delay between the button input and the action, because it is a fighting game and I cannot have that amount of delay.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Controls : MonoBehaviour
 {
     float tapDuration;
     int tapCount;
 
     void Update() {
         if(Input.GetKeyDown(KeyCode.A)){ //if there is any touch
             tapDuration += Time.deltaTime;
             if (Time.deltaTime - tapDuration < 0.2f) {
                 tapCount++;
             }
                 StartCoroutine(singleOrDoubleOrHold(KeyCode.A));            
         }
     }
  
 
     IEnumerator singleOrDoubleOrHold(KeyCode pressedKey){
         yield return new WaitForSeconds(0.4f);
         if((tapCount == 1 || tapCount > 2) && !Input.GetKey(pressedKey)) {
             Debug.Log ("Single");         
         }
         else if(tapCount == 2){
             //this coroutine has been called twice. We should stop the next one here otherwise we get two double tap
             StopCoroutine("singleOrDoubleOrHold");
             if (!Input.GetKey(pressedKey)) {
                 Debug.Log ("Double");         
             } else {
                 Debug.Log ("Double Hold");
             }
             
         } else if ((tapCount == 1 || tapCount > 2) && Input.GetKey(pressedKey)) {
             Debug.Log ("Hold");
         }
         tapCount = 0;
         tapDuration = 0f;
     }
 }
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