I have this system where if you press a button a viewport Frame will show the pressed button spinning in a circle.
The issue I begin to get is that a multitude of buttons can be pressed, but I only want a single one active one at a time. How would I fix this?
GUIs.MouseButton1Click:Connect(function()
for _, ViewPortCoins: Model in pairs(PlayerGui.ScreenGui.ViewportFrame:GetChildren()) do
if not string.find(ViewPortCoins.Name, GUIs.Name) then
continue
end
for _, CoinMakeUp in pairs(ViewPortCoins:GetDescendants()) do
if not CoinMakeUp:IsA("Part") or CoinMakeUp:IsA("Decal") then
continue
end
if Debounce == true then return end
Debounce = true
PressedScript = not PressedScript
if PressedScript then
CoinMakeUp.Transparency = 0
PlayerGui.ScreenGui.CharacterName.Text = GUIs.Name
else
CoinMakeUp.Transparency = 1
PlayerGui.ScreenGui.CharacterName.Text = "[Insert Name Here]"
end
task.delay(1, function()
Debounce = false
end)
end
end
end)
My weird variable naming and terrible nesting habit when making a script at a deadline might be some room for confusion, so Ill explain coinmakeup quickly, inside of the viewport frames there are a multitude of models, im just seeing which one the character clicked and changing the transparency so they can be seen.
This current psuedo solution doesn’t do me too much good because of the PressedScript changing to not pressedscript no matter what button is pressed. Overall I just want to restrict only a singular Coin to be active at a time.