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Question by ludwu · Jun 20, 2018 at 11:05 AM · time.deltatimeinput.getkeyholdinput.getbutton

How to hold button/key at a right timing

Hi ! Got a rythm game I try to make, and got a problem with duration's note. I would like my note to be hit at the right time, and for a precised duration. For now and for example even though i know this code is wrong, this is my code :

 public void SetCountBarsText()
     {
         Count4_4 += Time.deltaTime;
 
         if (Count4_4 >= 5) // 4/4 Bars
         {
             Count4_4 = 1;
             Bars++;
         }
 
         TempoText.text = "Tempo : " + Count4_4.ToString("0.0") + " | Bars : " + Bars.ToString("0");
     }

void Update() {

SetCountBarsText();

 if (Input.GetKeyDown(KeyCode.Y) && Count4_4 >= 4.8 && ButtonHeld == false || Input.GetKeyDown(KeyCode.Y) && Count4_4 <= 1.2 && ButtonHeld == false) 
                 {
                     ButtonHeld = true;
                 }
 
 if (Input.GetKeyUp(KeyCode.Y) && Count4_4 >= 4.00 && ButtonHeld == true || Input.GetKeyUp(KeyCode.Y) && Count4_4 <= 4.90 && ButtonHeld == true)
                     {
                         ButtonHeld = false;
 
                         if (NotesList[0].transform.position.y == -0.306f)
                         {
                             Destroy (NotesList[0].gameObject);
                             NotesList.RemoveAt(0);
                             Score += 10;
                             SetScoreText ();
                         }
                         else if (NotesList[0].transform.position.y != -0.306f)
                         {
                             Score -= 20;
                             SetScoreText ();
                         }
                     }

}

But for now, and as logical, the note is destroyed just between 4.8 & 4.9. I tried many things, but didnt find how to deal with it :(

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Best Answer

Answer by ludwu · Jun 20, 2018 at 03:07 PM

I finally managed to do it like this :

 void Update()
     {
 
         DownTimeButton += Time.deltaTime;
 
         if (DownTimeButton >= 5)
         {
             DownTimeButton = 1;
         }
 
         UpTimeButton += Time.deltaTime;
 
         if (UpTimeButton >= 5)
         {
             UpTimeButton = 1;
         }
 
 if (NotesList[0] == WholeNotes)
             {
                 if (Input.GetKeyDown(KeyCode.Y) && DownTimeButton <= 1.2 || Input.GetKeyDown(KeyCode.Y) && DownTimeButton >= 4.8) //A Note
                 {
                     Debug.Log("Key Is Down");
                     /* if (Input.GetKey (KeyCode.Y))
                     {
                         ButtonHeld = true;
                     } */
                 }
                 else if (Input.GetKeyDown(KeyCode.Y) && DownTimeButton >= 1.21 && DownTimeButton <= 4.79) //A Note
                 {
                     Debug.Log("Wrong Down Timing");
                     //Debug.Break();
                     Score -= 20;
                     SetScoreText ();
                 }
 
                 if (Input.GetKeyUp(KeyCode.Y) && UpTimeButton <= 1.2 || Input.GetKeyUp(KeyCode.Y) && UpTimeButton >= 4.7)
                 {
                     Debug.Log("Key Is Up");
                     if (NotesList[0].transform.position.y == -0.306f)
                     {
                         Destroy (NotesList[0].gameObject);
                         NotesList.RemoveAt(0);
                         Score += 10;
                         SetScoreText ();
                         Debug.Log ("note killed");
                     }
                     else if (NotesList[0].transform.position.y != -0.306f)
                     {
                         Score -= 20;
                         SetScoreText ();
                     }
                 }
                 else if (Input.GetKeyUp(KeyCode.Y) && UpTimeButton >= 1.21 || Input.GetKeyUp(KeyCode.Y) && UpTimeButton <= 4.69)
                 {
                     Debug.Log("Wrong Up Timing");
                 }
             }
 }
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