Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ikelaiah · Jul 15, 2013 at 07:01 AM · functionyield waitforseconds

Buffering button inputs

How can I buffer button in put in Unity? Say I have 3 buttons on screen; attack, run and hide. When the user press [attack], then [run] then [hide] buttons, I'd like to call attack(), then run() finally hide() with yield WaitForTime(Random.Range(1.0f, 5.0f)); in between. I thought I could use coroutine, but it doesn't seem that way.

Could someone give an insight?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by sfc.itzhak · Jul 15, 2013 at 07:14 AM

you can always create and mangeing array that will keep the action and will excute them in thier order, somthing like this : //remamber that when you add another action you need to invoke the PreformActions

         using UnityEngine;
         using System.Collections;
         using System.Collections.Generic;
         
         public class ActionsManger : MonoBehaviour {
         public bool isDoingActions = false;
             public List<string> ActionsToDO = new List<string>();
         
         void Start () {
                 ActionsToDO.Add("attack");
                 ActionsToDO.Add("hide");
                 ActionsToDO.Add("run");
                 StartCoroutine(PreformActions());
             }
         
             IEnumerator PreformActions()
             {
                 if (!isDoingActions)
                 {
                 isDoingActions = true;
                 while (ActionsToDO.Count > 0)
                 {
         
                     Invoke(ActionsToDO[0],0);
                     ActionsToDO.RemoveAt(0);
                     yield return new WaitForSeconds(Random.Range(1.0f, 5.0f));
                 }
         
                 isDoingActions = false;
                }
             }
 
 
 void attack()
 {
 
    Debug.Log("i am attacking");
 }
       void hide()
 {
 
    Debug.Log("i am hiding");
 }
       void run()
 {
    Debug.Log("i am running");
 
 }
         
         }
 
 
 good luck ,
 
 sfc
 
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ikelaiah · Jul 16, 2013 at 03:12 AM 0
Share

Aha!StartCoroutine and List! StartCoroutine starts a function that checks the length of the array. When the array is greater than 0, invoke the function in the List. However, your algorithm always removes the first entry of list, not the rest. Could you explain?

avatar image sfc.itzhak · Jul 16, 2013 at 09:26 AM 0
Share

when you take the first [0] entry you you remove it from the list so i remove 1 then 2 becomes 1 , 3 becomes 2 ans so. so this way you take out every function of the list.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Can someone help me fix my Javascript for Flickering Light? 6 Answers

Setting Scroll View Width GUILayout 1 Answer

Material doesn't have a color property '_Color' 4 Answers

How can i call a GUI function? 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges