Update
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using Invector;
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using Invector.vCharacterController;
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using UnityEngine;
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using UnityEngine.Events;
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[vClassHeader("Simple Trigger Input")]
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public class vSimpleTriggerWithInput : vSimpleTrigger
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{
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public InputType inputType = InputType.GetButtonDown;
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[Tooltip("Input to make the action")]
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public GenericInput actionInput = new GenericInput("E", "A", "A");
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public enum InputType
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{
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GetButtonDown,
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GetDoubleButton,
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GetButtonTimer
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};
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[vHelpBox("Time you have to hold the button *Only for GetButtonTimer*")]
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public float buttonTimer = 3f;
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[vHelpBox("Add delay to start the input count *Only for GetButtonTimer*")]
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public float inputDelay = 0.1f;
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[vHelpBox("Time to press the button twice *Only for GetDoubleButton*")]
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public float doubleButtomTime = 0.25f;
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public float _currentInputDelay;
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public float currentButtonTimer;
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public UnityEvent OnPressButton;
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public UnityEvent OnCancelButtonTimer;
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public OnUpdateValue OnUpdateButtonTimer;
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void Update()
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{
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if (!other)
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{
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_currentInputDelay = inputDelay;
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return;
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}
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// GetButtonDown
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if (inputType == InputType.GetButtonDown)
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{
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if (actionInput.GetButtonDown())
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{
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OnPressButton.Invoke();
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}
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}
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// GetDoubleButton
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else if (inputType == InputType.GetDoubleButton)
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{
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if (actionInput.GetDoubleButtonDown(doubleButtomTime))
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{
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OnPressButton.Invoke();
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}
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}
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// GetButtonTimer (Hold Button)
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else if (inputType == InputType.GetButtonTimer)
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{
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if (_currentInputDelay <= 0)
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{
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var up = false;
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var t = 0f;
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// call the OnPressButton event after the buttomTimer is finished
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if (actionInput.GetButtonTimer(ref t, ref up, buttonTimer))
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{
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_currentInputDelay = inputDelay;
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OnPressButton.Invoke();
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}
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// update the button timer
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if (actionInput.inButtomTimer)
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{
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UpdateButtonTimer(t);
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}
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// reset the buttonTimer if you release the button before finishing
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if (up)
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CancelButtonTimer();
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}
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else
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{
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_currentInputDelay -= Time.deltaTime;
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}
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}
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}
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public void UpdateButtonTimer(float value)
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{
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if (value != currentButtonTimer)
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{
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currentButtonTimer = value;
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OnUpdateButtonTimer.Invoke(value);
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}
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}
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private void CancelButtonTimer()
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{
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OnCancelButtonTimer.Invoke();
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_currentInputDelay = inputDelay;
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UpdateButtonTimer(0);
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}
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[System.Serializable]
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public class OnUpdateValue : UnityEvent<float>
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{
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}
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}
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