Clarifaction needed on LoadLevel delay.
Hi. Long story short, I when a player enters a level there is an animation that will play out automatically. After it concludes, I need the player to be kicked back to the title level. I've read that I need to use the Yield command for this, but have been unsuccessful in finding how to use it properly for this purpose.
What I would like is for the script to start and wait (set to the same time as the animation length) as the animation plays, after which it would run the LoadLevel command to return to the title level.
Though, if you know a better and more efficient method to achieve the same results that would be appreciated too.
Keep in mind that I'm very novice when it concerns scripting of any kind and I apologise in advance for this inevitable instructional inconvenience, I'm primarily a modeller and animator. Any information you'd be willing to share on this matter would be most appreciated.
If you want to "wait" for something to finish you can have something like this:
public class WaitForEndAnimation (){
public bool hasEndedAnimation;
void OnEnable (){
StartCoroutine(WaitForAnim());
}
public void PlayerHasEndedAnimation (){
hasEndedAnimation = true;
}
IEnumerator WaitForAnim (){
while(!hasEndedAnimation){
yield return null; //or yield return new WaitSeconds(1f);
}
//send to main menu
}
}
The PlayerHasEndedAnimation function can be called either via script but i will suggest you look into animation events, basically you can set an animation to kick off an event at a specific time interval, I specifically use this to regulate attack animations and scripts usually.
http://docs.unity3d.com/$$anonymous$$anual/animeditor-AnimationEvents.html
http://docs.unity3d.com/ScriptReference/$$anonymous$$onoBehaviour.StartCoroutine.html
Answer by Jessespike · Nov 18, 2015 at 09:20 PM
Yield instructions can be called from a coroutine. Use a function to start the coroutine.
public void LoadNextLevel ()
{
StartCoroutine( DelayedLevelLoad() );
}
IEnumerator DelayedLevelLoad()
{
//delay in seconds, can be specified by an animation clip length or something
//float delay = GetComponent<Animation>().GetClip("SomeClip").length;
float delay = 3f;
yield return new WaitForSeconds(delay);
Application.LoadLevel("NameOfScene");
}
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