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Oct 15, 2023 at 9:10 comment added skundu No worries, I figured out the UI issue. And I fixed the overlapping inputs problem, just used some variables to keep track of whether the coroutine started and whether the user had fired the weapon (point of no return)
Oct 15, 2023 at 8:59 answer added skundu timeline score: 0
Oct 14, 2023 at 13:57 comment added Dustin_00 So I can click the Pistol Button, then the Grenade Button, then press down the space bar, which then does both "Pistol fired" and "Powering Grenade". Letting off the space bar does "Grenade thrown" and now when WeaponsKey is pressed down and released both go into takeTurn. While a fascinating use of Coroutines, I think I don't like this code because you can be at multiple WaitUntil() here and each one is completely independent of any other. In total, it is hard to tell what the complete state is as you could be focused on one WaitUntil() and ALSO be in any other, making debugging challenging.
Oct 13, 2023 at 21:37 history edited DMGregory CC BY-SA 4.0
Don't repeat tags in title
S Oct 13, 2023 at 21:26 review First questions
Oct 22, 2023 at 4:53
S Oct 13, 2023 at 21:26 history asked skundu CC BY-SA 4.0