How can I make Launch Character take longer?

Hey thank you for another very in-depth response and also for recommending timelines. I honestly didn’t know they existed and they’ve actually solved the problem!

I was wondering if timelines are intensive performance wise cause I’m realizing that a lot of my current logic could be simplified quite a bit by using them. For context the dash and slide have a lot of different conditions that need to be met and taken into account to catch any edge cases. Currently I have quite a few different functions where the only thing they do is update the value of boolean so I can do it after a set time with a timer(trying to avoid delays cause my understanding is that they are overall a huge issue and would be better off replaced in logic with timers) or act as windows that are going “okay you’re dashing, okay you’ve stopped dashing”. A good amount of these could be done on the fly with a timeline without having to make a bunch of different functions to get called via timers and would overall be more accurate as to what’s actually happening behind the scenes.

If timelines are something that should be used sparingly is there another way I can change the value of a boolean after a set time without needing to make a whole new function for it while also avoiding the use of delays?
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I’m worried that the constant calling of different functions to just change the value of a boolean will be bad for performance.

I was also wondering if there’s something I could use other than add impulse/launch character to get the effect of the dodge/dash. While I like the current feel that I have it at, I’d like to be able to make the dashes act the same every single time they’re used and overall just have more control over the feel of the dashes. Add impulse also just feels a bit inconsistent, but that could entirely be my current implementation.


Again thank you for all of your help and patience, I do not think I would have ever figured this out on my own.