I've got a QTE running, and the player has two buttons he can push. Choose the right one and move on; choose the wrong one and see you later. I'm using an AC menu with menu buttons simulating the appropriate inputs. The buttons' click textures both respond to being clicked.
The problem I'm having is that the mouse click is being detected as an input before the button's simulated input has a chance to be. I've gotten half way to solving the problem by modifying the PlayerQTE.cs script with this:
else if (!Input.GetMouseButtonDown (0) && wrongKeyFails && Input.anyKey)
{
Lose ();
return;
}
With this, clicking the correct button returns a win. However, clicking anywhere else on the screen returns a lose (which is what is returned 100% of the time without the modification).
Any ideas?
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