So I'm trying to create an OR gate situation with pressure plates. My current system worked until I started replacing the placeholder graphics with animations. My current system works like this:
Each Pressure Plate has an instance variable that defines a target door by UID. When that pressure plate is weighed down it will pick the door by UID and call a function that "opens" the door by disabling the collision and changes the animation. That means it also needs an opposite event that processes for pressure plates that are no longer weighed down like so:
For Each [Pressure Plate] (and) [Pressure Plate] is NOT overlapping [Weight] = Close [Door], change animation
For Each [Pressure Plate] (and) [Pressure Plate] is overlapping [Weight] = Open [Door], change animation
The order of these events meant that open doors were processed last and everything worked well, then I added animations and realized that I had one huge problem. The nature of game means that I often have two pressure plates triggering one door, it is kind of a cornerstone of the puzzle design. Because of the way these events are processed my animations are triggered every single tick any any situation where I have two pressure plates that aren't on the same state. Even if I use a Trigger Once event it doesn't mean anything because the door is technically being disabled and then enabled in the next line in the same tick.
So that is where I'm at. This isn't a true OR gate since the signal is really just flickering, and I've been trying to find ways to abstract the events in whatever way to break this on-off flicker. I'm just having a really hard time figuring out a method, I'm sure there must be an easy way about this too.