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Question by Ian9921 · May 11, 2016 at 09:55 AM · javascriptscripting problemdelay

Creating delays without delaying the script

Okay so I'm trying to make a puzzle game where the player is a wizard casting specific spells to get through specific levels. Some spells are supposed to kill you if you don't cast a second spell fast enough. For this I need a way to add a delay without stopping the rest of the script, as all the spells are on one script. I have tried creating a second script in which the function update is testing for specific static variables to be equal to an amount I set them to when specific spells are cast, however this has failed miserably. I would show some code but it is a horrible mess. Any advice?

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avatar image meat5000 ♦ · May 11, 2016 at 08:18 AM 0
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Use a timer or a coroutine.

avatar image Ian9921 meat5000 ♦ · May 12, 2016 at 03:22 AM 0
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What is a coroutine and how would I use it in this context?

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Answer by TonicMind · May 12, 2016 at 03:36 AM

Just do something like this:

float time; //Counts up as time goes on public float timeThreshold; //Set this in the unity editor. It should be how long you want the spell to //"cool down" or in your case, how long before the player dies of not casting a spell.

bool KillPlayerNowFlag = false; //Check this bool when you need to know if its OK to kill the player for not casting a spell (should be true in that case).

void Update() { time += Time.deltaTime; //Counts upward every frame if(time > timeThreshold) { KillPlayerNowFlag = true; //OR: killPlayer(); time = 0f; //Reset to zero so the timer can be used again }

}

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Answer by aditya · May 12, 2016 at 04:49 AM

 void Start(){
     invoke("afterDelay", 1f);
     Debug.Log("Printing without any delay");
 }
 
 void afterDelay(){
     Debug.Log("Printing with a delay of 1 second");
 }

Use Invoke as this will give you a desired delay to invoke a specific method but will not delay your current method

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