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Question by jeyemsss · Apr 02, 2021 at 05:45 PM · playerfunctionattacking

Continuous Attack Damage to Enemy [HELP]

Hi! I'm new to Unity and while I was making a player attack script (which works), I notice if I accidentally hold my attack key (mouse 0) instead of clicking it once, instead of a one-time hit damage, the player damage to the enemy would be continuous until you let go of the attack key.

I'm not so sure how to counter this, I was thinking about putting a one second time limit on the player damage to the enemy or some sort of cooldown to the damage I can inflict. Any tips?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class playerCombat : MonoBehaviour
 {
 
     public Animator animator;
 
     public Transform AttackPoint;
     public float AttackRange;
     public LayerMask Enemy;
     public int AttackDamage;
 
     public float AttackRate;
     float NextAttackTime = 0f;
 
     // Start is called before the first frame update
     void Update()
     {
         if(Time.time >= NextAttackTime)
         {
             if (Input.GetButton("Mouse X"))
             {
                 animator.SetTrigger("Attack");
                 Attack();
                 NextAttackTime = Time.time + 3f / AttackRate;
             }
         }
     }
 
     void Attack()
     {
        
 
         //Detect Enemies
         Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(AttackPoint.position, AttackRange, Enemy);
 
         //Damage Enemies
         foreach(Collider2D Enemy in hitEnemies)
         {
             Debug.Log("Enemy hit");
             Enemy.GetComponent<enemyHealthSystem>().TakeDamage(AttackDamage);
         }
     }
 
     void OnDrawGizmosSelected()
     {
         if (AttackPoint == null)
         {
             return;
         }
 
         Gizmos.DrawWireSphere(AttackPoint.position, AttackRange);
     }
 }
 
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