Closed ac-arcana closed 6 months ago
I am not affiliated with the project but with all due respect, you are flooding the issues section with suggestions instead of actual problems/bugs, perhaps put these in the Discussions under Ideas.
Hi, sorry I'm pretty new and not used to GitHub. I thought this was the only way to discuss really. I'll happily look up/learn about the feature to create discussion and prevent issue spam in the future :)
On Sun, Feb 11, 2024, 14:13 Bezoika @.***> wrote:
I am not affiliated with the project but with all due respect, you are flooding the issues section with suggestions instead of actual problems/bugs, perhaps put these in the Discussions under Ideas.
— Reply to this email directly, view it on GitHub https://github.com/Phazorknight/Cogito/issues/48#issuecomment-1937890307, or unsubscribe https://github.com/notifications/unsubscribe-auth/ABJVOI2XMVDENEAW7V3HQQDYTE7ATAVCNFSM6AAAAABDD2WPTSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTSMZXHA4TAMZQG4 . You are receiving this because you authored the thread.Message ID: @.***>
I've been thinking something similar. There is a HoldInteraction component that can be added, but ideally I'd like to make this an option for the generic interaction component. The goal would be to apply different actions whether an input map action has been pressed and released or pressed and held a certain amount of time.
My first tries though to get the same button to either trigger one function for a regular press and another function for a press-and-hold haven't been successful yet though.
Surprise, had an idea on how to get this to work and just pushed a commit with an early version of a new Interaction Component that should enable this behavior in commit https://github.com/Phazorknight/Cogito/commit/9cc385250630c9e1bffcb5128988f3a5de1424e4
https://github.com/Phazorknight/Cogito/assets/70389309/14ae9f9e-7e17-468d-9933-8a0d3aaf797e
DualInteraction Component
This is exciting! I'll try it on my stamina potion / beer bottle in my project
Edit: Works great, exactly what I was hoping for!
I think I'll mark this closed and we'll just create new issues if there are bugs. I'm happy with how this has turned out
Instead of a separate input to carry an item, it could be set to a hold input for the normal interact button. This saves some buttons on controller for other uses.