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Ok, I just re-read you first post (pro tip: add paragraphs!) and I think I slightly misunderstood what you want to do. I take it you only want the next animation to play, if you press circle again before the current animation is complete?
This should be achievable by adapting the system I outlined, although it's slightly more complex and it might be difficult for me to explain properly without having access to Dreams myself to test the method. I'm still certain it can be done without timers.
One of the changes you'd definitely need is for the completion output for every animation to be wired into an AND gate, which connects to OR gate, which then connects to [selector A]. Disconnect (circle) from [AND B - D].
Create 3 counters, with a current count of 0 and a target count of 1. They should be placed to the right of the selector. Also create 3 more AND gates and connect them into the counter's 'increase count'. Use the selector outputs A, B and C to connect to each of the 3 new AND gates. Wire (circle) into the other port of these 3 AND gates. Now, take the 'count complete' for each counter and connect them into [AND B-D] (using [counter A] to [AND B], then [counter B] to [AND C], etc.).
Add 3 NOT gates to the right of the counters. Each 'count complete' should be connected to a NOT. Take the outputs of the NOTs and connect them to the spare input of the appropriate AND gate in the top left area (the AND gates which are connected to an OR gate, which connects to Selector A input).
Also, you'll need to connect something to each 'count reset', most likely the appropriate outputs from the timeline completion (you might need a self-resetting 0.1 second timer to act as a buffer, if the logic timing is causing the counters to reset too early (before they can activate the next selector input)).
Well I hope this is enough to get you started, there may be an oversight or two in this design but you should be able to work out any bugs without making too many changes.