Touch trigger timer not continuous

Hi,
In our game,I can trigger a bomb when a button is pressed and next bomb could only be placed after 3 seconds.so we created a timer that start when we hit that button .Everything worked fine when i used GetKey for web platform.But now we are converting game to android so i used GetTouch.My problem is

-->Bomb instantiates and timer starts but it stops when i stop touching the button.It again continues only if i touch it again.
-->What can I do to make timer run continuously even if i touch fire button once.


               if(Bomb_Button.HitTest(Input.GetTouch(0).position))
    {
        if(Instance == true)
        {
            Bomb_Temp = Instantiate (Bomb, Bomb_Place.transform.position, Quaternion.Euler (0, 0, 0)) as GameObject;
            Explosion_Position = Bomb_Temp.transform.position;
            Explosion_Rotation = Bomb_Temp.transform.rotation;
            Bomb_Click = true;
            Instance = false;
            Expose_Instance = true;
        }
    }

    if(Bomb_Click == true)
    {
        Bomb_Time += Time.deltaTime;
        if(Bomb_Time >= 3f)
        {
            Destroy(Bomb_Temp);
            Bomb_Time = 0;
            Bomb_Click = false;
            Bomb_Visible = true;
        }
    }

    if(Bomb_Visible == true)
    {
        if(Expose_Instance == true)
        {
            audio.PlayOneShot (Explosion_Sound);
            Explosion_Temp = Instantiate (Explosion, Explosion_Position, Explosion_Rotation)as GameObject;
            Expose_Instance = false;
        }
        Explosion_Time += Time.deltaTime;
        if(Explosion_Time >= 2f)
        {
            Destroy(Explosion_Temp);
            Explosion_Time = 0;
            Bomb_Visible = false;
            Instance = true;
        }
    }

Your mistake is assuming that the GetKey is continuous. I don’t believe it is, and GetTouch certainly isn’t. They are fired once and exactly one when a touch or key stroke happens. That’s important for a whole bunch of behaviours. However keyboards have an auto-repeat at the OS level, so I’m assuming that you’re getting a GetKey once for every repeat, and the subsequent repeats are what are allowing you to check the timer.

The more typical pattern here would be to use OnTouchStart instead of OnTouch, and to shift the if (Bomb_Click == true) block into the Update function, so that it happens regardless of whether or not you’re still touching, and an OnTouchEnd function that clears the Bomb_Click flag.