WaitForSeconds on C# - c#

Look at this simple code:
function Start()
{
yield WaitForSeconds (4);
Application.LoadLevel(1);
}
It works! I'm trying to make something similiar using C#, but the processor just ignore the WaitForSeconds. This is my code in C#:
using UnityEngine;
using System.Collections;
public class openingC : MonoBehaviour
{
void Start()
{
executeWait(5);
Application.LoadLevel(1);
}
void executeWait(float aux)
{
StartCoroutine(Wait(aux));
}
IEnumerator Wait(float seconds)
{
yield return new WaitForSeconds(seconds);
}
}
Can someone explain to me why it's not working? Thanks for your time.

public class openingC : MonoBehaviour
{
void Start()
{
executeWait(5);
Application.LoadLevel(1);
}
void executeWait(float aux)
{
StartCoroutine(Wait(aux));
}
IEnumerator Wait(float seconds)
{
yield return new WaitForSeconds(seconds);
}
}
First, the Start method runs, executeWait is called, the program jumps to the method. It finds the coroutine and starts running it until a yield is found or the end of the method. Yield returns to the program, the pointer goes back up to executeWait and finishes the method. The pointer goes back up to Start and calls for Application.LoadLevel.
You want to hang the LoadLevel call.
public class openingC : MonoBehaviour
{
void Start()
{
StartCoroutine(Wait(5));
}
//You don't need executeWait
IEnumerator Wait(float seconds)
{
yield return new WaitForSeconds(seconds);
Application.LoadLevel(1);
}
}

Try this:
Thread.Sleep(500); //500 millisecond waiting...
Reference

This should also be okay.
IEnumerator Start()
{
yield return new WaitForSeconds(4);
Application.LoadLevel (1);
}

Related

Unity -3D: StartCoroutine

any way i can make this code print "attacking" and than for 2 seconds then print it again and so on. this script just waits for 2 seconds the first time. and then keeps printing it with every frame
public class ZombieAI : MonoBehaviour
{
// Update is called once per frame
void Update()
{
StartCoroutine(time());
}
IEnumerator time()
{
yield return new WaitForSeconds(4);
Debug.Log("Attacking");
}
}
You can implement it by doing this
public class ZombieAI : MonoBehaviour
{
// Update is called once per frame
void Start()
{
StartCoroutine(time());
}
IEnumerator time()
{
Debug.Log("Attacking");
yield return new WaitForSeconds(2);
StartCoroutine(time());
}
}
You have to start the coroutine from inside the coroutine. However, if you want to implement this WITHOUT coroutines, do this:
public class ZombieAI : MonoBehaviour
{
float timer = 0;
public float attackTimer = 2;
// Update is called once per frame
void Update()
{
timer += Time.deltaTime;
if (timer >= attackTimer)
{
Debug.Log("Attacking!");
timer = 0;
}
}
}
Coroutines can cause headaches, but use whichever one you want :)
Firstly, do not put StartCoroutine() in Update(). That will begin a new coroutine every frame.
Apart from that, you just need to put the action inside a loop, e.g. a for loop. If you want it to keep looping indefinitely until you manually stop the coroutine, you can use:
public class ZombieAI : MonoBehaviour
{
void Start() // Or anywhere that will only be called once when you want to start the coroutine)
{
StartCoroutine(time());
}
IEnumerator time()
{
while( true ) {
yield return new WaitForSeconds(2);
Debug.Log("Attacking");
}
}
}

IEnumerator OnCollisionEnter2D not waiting

I am trying to set a gameobject to active on collision, wait a second and then set it to inactive again, but after the WaitForSeconds() line the execution seems to stop. I have no experience with C# and Unity so this may be a beginner mistake. Any idea why this could be happening?
private IEnumerator OnCollisionEnter2D(Collision2D collidedWith) {
if (collidedWith.gameObject.tag == "Shape") {
collidedWith.transform.GetChild(0).gameObject.SetActive(true);
Object.Destroy(this.gameObject);
yield return new WaitForSeconds(1);
Debug.Log("Should have waited for 1 second");
collidedWith.transform.GetChild(0).gameObject.SetActive(false);
}
}
You do
Object.Destroy(this.gameObject);
on this object which is running the Coroutine -> The routine is interrupted in that very same moment (when it reaches the first yield statement) -> it never actually starts to wait ;)
You should rather have a component on the object you collide with and make sure the Coroutine is run on that one instead.
E.g. like
// Have this on your Shape objects
public class Shape : MonoBehaviour
{
private bool isCollided;
public void Collided()
{
if(!isCollided) StartCoroutine(Routine());
}
private IEnumerator Routine()
{
if(isCollided) yield break;
isCollided = true;
var child = transform.GetChild(0).gameObject;
child .SetActive(true);
yield return new WaitForSeconds(1);
child.SetActive(false);
isCollided = false;
}
}
and then rather do e.g.
private void OnCollisionEnter2D(Collision2D collidedWith)
{
if (collidedWith.gameObject.TryGetComponent<Shape>(out var shape))
{
shape.Collided();
Destroy(gameObject);
}
}

How to access a value from OnTriggerEnter2D in another function?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RedHP : MonoBehaviour
{
public float HP = 5;
public GameObject BlueWon;
public GameObject Restart;
void OnTriggerEnter2D(Collider2D trig)
{
if (trig.gameObject.tag == "ThrowableBlue")
{
StartCoroutine(BowlDestroyTime());
HP--;
if (HP <= 0)
{
BlueWon.SetActive(true);
Restart.SetActive(true);
PlayerBlueController.canMove = false;
PlayerBlueController.canFire = false;
}
}
}
IEnumerator BowlDestroyTime()
{
yield return new WaitForSeconds(1);
Destroy(trig.gameObject);
}
}
I simply want to destroy my object after too little period of time to make it look better. In IEnumerator I can't access trig.gameObject because it is defined in OnTriggerEnter2D. Is there a way to access this value?
I also tried to put IEnumerator in OnTriggerEnter2D it also didn't work. Kinda newbie
You don't have to do that. The Destroy function can take a second parameter as a delay time before the Object is destroyed.
Destroy(trig.gameObject, 1f);
If you still want to use coroutine to do this, simply make the BowlDestroyTime function to take GameObject as parameter then pass the GameObject from the OnTriggerEnter2D function to the BowlDestroyTime function to be destroyed.
void OnTriggerEnter2D(Collider2D trig)
{
if (trig.gameObject.tag == "ThrowableBlue")
{
StartCoroutine(BowlDestroyTime(trig.gameObject));
HP--;
if (HP <= 0)
{
BlueWon.SetActive(true);
Restart.SetActive(true);
PlayerBlueController.canMove = false;
PlayerBlueController.canFire = false;
}
}
}
IEnumerator BowlDestroyTime(GameObject tartgetObj)
{
yield return new WaitForSeconds(1);
Destroy(tartgetObj);
}

Unity3d coroutine stops after while-loop

I have a singleton LevelManager loading a level, waiting for a script from the newly-loaded level to assign a GameObject to the LevelManager to then do stuff with it.
I have the following code:
// some GameObject calls the loadLevel coroutine
void somefunction(sceneToLoad){
StartCoroutine(LevelManager.Instance.loadLevel (sceneToLoad));
}
// snippet of LevelManager.cs
public GameObject levelPrepper = null;
public IEnumerator loadLevel(string levelName){
Application.LoadLevel (levelName);
while (!levelPrepper)
yield return null;
yield return StartCoroutine (waitForLevelPrepper());
print("yay");
//do stuff
}
//snippet of the levelPrep.cs:
void Awake(){
LevelManager.Instance.levelPrepper = gameobject;
}
The problem is that "yay" never gets printed.
I've done some reading and found that this might happen when the GameObject carrying the coroutine is destroyed. However, LevelManager is definitely never destroyed during the process, so I'm at a loss.
The issue is that you start the Coroutine not on the LevelManager, but on "some gameObject", that most likely will be destroyed and its coroutine will stop being executed.
You could fix that by moving the call StartCoroutine into a new method, like this :
void somefunction(sceneToLoad)
{
LevelManager.Instance.LoadLevel(sceneToLoad));
}
public class LevelManager
{
public void LoadLevel(string levelName)
{
StartCoroutine(LoadLevelCoroutine);
}
private GameObject levelPrepper = null;
private IEnumerator LoadLevelCoroutine(string levelName){
Application.LoadLevel (levelName);
while (!levelPrepper)
yield return null;
yield return StartCoroutine (waitForLevelPrepper());
print("yay");
//do stuff
}
}
or calling the StartCoroutine of LevelManager directly
void somefunction(sceneToLoad){
LevelManager.Instance.StartCoroutine(LevelManager.Instance.loadLevel(sceneToLoad));
}

Unity3D Coroutine compiler error

I'm a complete beginner in unity, and i'm tring to play an animation with a coroutine, but get the following erros:
1.error CS1502: The best overloaded method match for UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)' has some invalid arguments
2.error CS1503: Argument#1' cannot convert System.Collections.IEnumerable' expression to typeSystem.Collections.IEnumerator'
The code:
using UnityEngine;
using System.Collections;
public class Trap : MonoBehaviour {
//public float delayTime;
// Use this for initialization
void Start () {
StartCoroutine (Go ());
}
// Update is called once per frame
void Update () {
}
IEnumerable Go(){
while (true) {
animation.Play();
yield return new WaitForSeconds(3f);
}
}
}
change
IEnumerable Go(){
while (true) {
animation.Play();
yield return new WaitForSeconds(3f);
}
}
for a IEnumerator...
IEnumerator Go(){
while (true) {
animation.Play();
yield return new WaitForSeconds(3f);
}
}
The return type for an Coroutine will be IEnumerator.

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