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Question by PlayWig · Aug 10, 2015 at 06:51 PM · buttonmultiplefunctions

Button functions change depending on holding down or tapping Button?

Hi, i need help changing a buttons function depending on whether it was being held down or just tapped. i already got a bit of working code but my problem is that both functions keep being triggered if i hold the button down.

  void Update () 
  {
      if(Input.GetAxisRaw ("Vertical") != -1)
      {
          currentForwardSpeed = Mathf.SmoothDamp (currentForwardSpeed, 
                                                  Input.GetAxisRaw ("Vertical") * moveSpeed1, 
                                                  ref forwaedSpeedV, moveSmoothUse); // used for forward movement
          walkOrStepTimer = 0.3f;
          // used for debug
          //WalkTest = false;
          //stepTest = false;
      }
      
      if(Input.GetButton("Backward"))
      {
          walkOrStepTimer -= Time.deltaTime;
  
          if (Input.GetButton("Backward") && walkOrStepTimer <= 0)
          {
              WalkTest = true;
          }
  
      }
      
      if(Input.GetButtonUp("Backward") && walkOrStepTimer > 0)
      {    
          stepTest = true;
      }
  }

basically i want the player to take a big step backwards if the button is tapped and make the player walk backwards if the button is being held down

right now however as i said both functions keep being triggered if i hold the button down

i already looked a bit around but didn't see anything that could help me any ideas?

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avatar image PlayWig · Aug 10, 2015 at 05:55 PM 0
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putting the GetButton("Backward") outside doesn't change the behavior (i just put it there to make sure it worked when i wrote it). And the reason for (!=1) is because i want to reset the walkOrStepTimer when standing still

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Answer by PlayWig · Aug 15, 2015 at 02:09 PM

Ok i found a solution that seems to be working.

all i did was add a bool to check if the player is walking and put the step code before the normal move code

 if(Input.GetButtonUp("Backward") && walkOrStepTimer > 0 && !hasWalked)
 {    
     playerMoveVector = new Vector3(0,0,-300); // make the player take a big step back
 }
 
 if(Input.GetAxisRaw ("Vertical") != -1)
 {
     // movement stuff
     walkOrStepTimer = 0.3f; // reset timer
     hasWalked = false; //reset bool AFTER we've checked that the player has walked
 }
 
 if(Input.GetButton("Backward"))
 {
     // start timer, if the button is released before the timer reaches 0 the player takes a step Backwards
     //if the button is released after the timer reaches 0 the player starts walking Backwards
     walkOrStepTimer -= Time.deltaTime;
 
     if (Input.GetButton("Backward") && walkOrStepTimer <= 0)
     {
         hasWalked = true;
         // make the player walk backwards
     }
 
 }
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