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How can I manually disable tap functionality from a script?

  • Hey Scott! If you are using the Behavior System to trigger the throw (e.g. triggering a Tween), you can use the "Set Interval" feature to disable the trigger from happening again over a tunable number of seconds. Check it out here:

    If you're scripting on your own, the best way is to have a bool (e.g. called throwing) that blocks the throw when it's true. Then, you set it to true when the throw happens. You can then set it back to false after some amount of time using a DelayedCallbackEvent.

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  • Thank you! Though the delayedcallbackevent doesn't seem to be triggering at all in my script. Mind taking a look at my snippet below? I never make it to print("RESET");


    function onTap(eventData) {
     print("Snowball Tapped");
     var arrowPosition=script.arrow.bindingPoint;
     var newX=arrowPosition.x*1500;
     print("arrow X value: "+newX);
     var throwDirection=newvec3(newX, 650, -650);
     global.tweenManager.setEndValue(script.snowball, "snowball_move",   throwDirection);
     global.tweenManager.startTween(script.snowball, "snowball_move",   moveComplete,  moveStart);
     var handleCollision=script.createEvent("DelayedCallbackEvent");

     handleCollision.bind(function (eventData) {
      global.tweenManager.resetObject(script.snowball, "snowball_move");
    var tapEvent = script.createEvent("TapEvent");
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  • also my tweenManager.resetObject doesn't seem to be working at all.....? Even outside of the delayedcallback

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  • Hi Scott,

    I tried running your code in a small test project, and it all seems to work correctly for me: "RESET!" is being printed out.

    Is it possible that something's going wrong in your "moveComplete" or "moveStart" functions? Maybe this object is being disabled? That's my best guess for why we're seeing different results.

    For resetObject(), it should work correctly if you stop the tween first before resetting it. So you can add this line before calling resetObject:

    global.tweenManager.stopTween(script.snowball, "snowball_move");


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