public GameObject quitobject;
private bool clickedBefore = false;
void Update()
{
//Check input for the first time
if (Input.GetKeyDown(KeyCode.Escape) && !clickedBefore)
{
Debug.Log("Back Button pressed for the first time");
//Set to false so that this input is not checked again. It will be checked in the coroutine function instead
clickedBefore = true;
//Activate Quit Object
quitobject.SetActive(true);
//Start quit timer
StartCoroutine(quitingTimer());
}
}
IEnumerator quitingTimer()
{
//Wait for a frame so that Input.GetKeyDown is no longer true
yield return null;
//3 seconds timer
const float timerTime = 3f;
float counter = 0;
while (counter < timerTime)
{
//Increment counter while it is < timer time(3)
counter += Time.deltaTime;
//Check if Input is pressed again while timer is running then quit/exit if is
if (Input.GetKeyDown(KeyCode.Escape))
{
Debug.Log("Back Button pressed for the second time. EXITING.....");
Quit();
}
//Wait for a frame so that Unity does not freeze
yield return null;
}
Debug.Log("Timer finished...Back Button was NOT pressed for the second time within: '" + timerTime + "' seconds");
//Timer has finished and NO QUIT(NO second press) so deactivate
quitobject.SetActive(false);
//Reset clickedBefore so that Input can be checked again in the Update function
clickedBefore = false;
}
void Quit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
//Application.Quit();
System.Diagnostics.Process.GetCurrentProcess().Kill();
#endif
}
//Wait for a frame so that Unity does not freeze
yield return null;
}
Debug.Log("Timer finished...Back Button was NOT pressed for the second time within: '" + timerTime + "' seconds");
//Timer has finished and NO QUIT(NO second press) so deactivate
quitobject.SetActive(false);
//Reset clickedBefore so that Input can be checked again in the Update function
clickedBefore = false;
}
void Quit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
//Application.Quit();
System.Diagnostics.Process.GetCurrentProcess().Kill();
#endif
}
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