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Question by V4mpy · Nov 23, 2013 at 09:03 AM · menukeyboardcontrolaccess

Using keyboard to control a dialog/shop

Hello together,

in our project, we have a shop. So far, so good. I can talk to the salesman by pressing the key for action (e.g. E/Enter) - this works. Now I can press E/Enter to choose, if I want to buy or sell something. At least I can buy Items with E/Enter.

To my problem:

If I have all three keyboard accesses with "isKeyDown" - it does not work.

It is skipping the buy/sell state and the customer instantly buy the first item.

If I mix the accsses with "isKeyDown" and "isKeyUp" it works half - it is possible to select buy/sell - but if I select buy, it still buys an item (the first).

Has anybody an idea to solve this "problem" or have an other approach?

Greetings,

v4mpy

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avatar image Moor · Nov 23, 2013 at 09:40 AM 0
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puriyala machi..

avatar image V4mpy · Nov 23, 2013 at 12:12 PM 0
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Hello,

here is some example code to my problem:

 using UnityEngine;
 using System.Collections.Generic;
 
 public class test : $$anonymous$$onoBehaviour
 {
 
     bool first;
     
     void Start ()
     {
         
         
         
     }
     
     void Update ()
     {
         
         
         if (Input.Get$$anonymous$$eyDown ($$anonymous$$eyCode.E)) {
             Debug.Log ("First");
             first = true;
         }
         
         
         if (first) {
             
             if (Input.Get$$anonymous$$eyDown ($$anonymous$$eyCode.E)) {
                 
                 Debug.Log ("Second");
             
             }
         
         }
     }
 }
     
 


Problem: Unity debugs "First" and "Second" but I only pressed one time the key.

I want: I need to press two times the key, for debugging first and second.

Greetings

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Answer by V4mpy · Dec 06, 2013 at 08:01 PM

Just change the order of statements.

A B C becomes C B A.

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