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Question by sixstrings_17 · May 30, 2019 at 04:13 PM · inputattackcombosame

Making different attacks with same input but in order.

For example: 1 click = first attack 2; clicks = first and second attack. I've tried this :

void Start () {

IEnumerator Atk1() {

         anim.SetBool ("isAtk1", true);
         rb.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
         yield return new WaitForSeconds(0.5f);
         anim.SetBool ("isAtk1", false);
         rb.constraints = RigidbodyConstraints2D.FreezeRotation;
         
             } 

 IEnumerator Atk2() {
         anim.SetBool ("isAtk2", true);
         rb.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
         yield return new WaitForSeconds(0.5f);
         anim.SetBool ("isAtk2", false);
         rb.constraints = RigidbodyConstraints2D.FreezeRotation;
                        click = 0;
             }}

void Update () {

 //atk1 code
     if (Input.GetMouseButtonDown(0))    
         
     {       click++;
     }  

     if (Input.GetMouseButton(0) && click == 1)    

     {   
         
         StartCoroutine(Atk1());


     }  

     if (Input.GetMouseButton(0) && click == 2)    

     {   
         StartCoroutine(Atk2());


     } } 

This will make the first animation play with 1 click, the second click will not make the 2nd animation play, but will return the click to 0.

Also: When I spam clicks, because it updates in frames, it incrementes click a lot, so it will never return to zero because it will never go to Enumerator Atk2... How can i control that?

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Answer by sixstrings_17 · May 30, 2019 at 04:27 PM

It's working now, i'm just stupid...

 IEnumerator Atk1() {
     
         anim.SetBool ("isAtk1", true);
         rb.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
         yield return new WaitForSeconds(0.5f);
         anim.SetBool ("isAtk1", false);
         rb.constraints = RigidbodyConstraints2D.FreezeRotation;
     

 } 

 IEnumerator Atk2() {

             
         
         anim.SetBool ("isAtk2", true);
         rb.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
         yield return new WaitForSeconds(0.5f);
         anim.SetBool ("isAtk2", false);
         rb.constraints = RigidbodyConstraints2D.FreezeRotation;
         

 }

Update:

Debug.Log("is: "+ click); if (click >= 2) { click = 0; } if (Input.GetMouseButton(0) && click == 0)

     {   
         
         click++;
         
         StartCoroutine(Atk1());
     }  

     if (Input.GetMouseButton(0) && click == 1)    

     {   
         
         click++;
         
         StartCoroutine(Atk2());
     }  



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