I'm using an attack which has FIRE_WHEN_RELEASED and I'm making its effect different based on how long it was Charged, but I can't seem to find a way to force it to happen when the max charge is reached since even if I try to call Attack() the input isn't correct since player is still holding the button. Is there a built in way to handle this or do I just need to make some changes to BasicAttacks to make it work for me?
Sweet, thanks. Just wanted to make sure I wasn't re-inventing a wheel as there have been a few times where I've been like "oh, I guess I need to change this script" and then later find that it was built in somewhere Thanks!
By the way, heads up for when you do your TODO for this, you may want to additionally make it so that user has another bool for whether or not they want it to begin charging again immediately after. I added a check for ButtonState.UP in BasicAttack's Update() to set a flag used by the .HELD and .NONE checks to determine if the charge time should be 0 or be calculated since I don't want it to continue until user releases the button and pushes it again for the next charge attack.
Edit: Oh, and additionally need some logic to ignore the next key release attack as user probably doesn't want to / expect to do an uncharged attack when they let go after being forced to do it from overcharging