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Question by Nuntis · Jan 19, 2020 at 10:47 PM · animationcollisiontrigger

How do I Trigger my elevator to go up and then return back down?

I'm making a 2D game and I have a platform I want to use as an elevator. basically I want the platform to be static until the player walks/jumps on it and then stay at the finish point until the player leaves the platform then returns back to the starting point.

Currently the platform keeps repeating the "PLAYER_ON_ELEVATOR" animation and I'm not even on it to trigger the animation.

I have also tried this with the OnCollisionEnter/Exit2D method, but I get the same result.

Really appreciate any help.

 public class TriggerLift : MonoBehaviour
 {
     
     [SerializeField] float pause = 2f;
 
     //Tag string ref
     const string PLAYER_TAG = "Player";
     const string PLAYER_ON_PLATFORM_ANIM = "PlayerOnPlatform";
     const string PLAYER_OFF_PLATFORM_ANIM = "PlayerOffPlatform";
 
     Animator myAnimator;
 
     private void Awake()
     {
         myAnimator = GetComponent<Animator>();
     }
 
 
     private void OnTriggerEnter2D(UnityEngine.Collider2D col)
     {
         if (col.gameObject.CompareTag(PLAYER_TAG))
         {
             col.transform.SetParent(this.transform);
             myAnimator.SetTrigger(PLAYER_ON_PLATFORM_ANIM);
         }
     }
 
      private void OnTriggerExit2D(UnityEngine.Collider2D col)
      {
          if (col.gameObject.CompareTag(PLAYER_TAG))
          {
             col.transform.parent = null;
             StartCoroutine(PauseElevator());
             myAnimator.SetTrigger(PLAYER_OFF_PLATFORM_ANIM);
          }
      }
 
     IEnumerator PauseElevator()
     {
         yield return new WaitForSeconds(pause);
     }
 
 }

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Answer by lgarczyn · Jan 20, 2020 at 06:55 PM

Is your coroutine meant to wait for pause seconds? Because that's now how things work.

   private void OnTriggerExit2D(UnityEngine.Collider2D col)
   {
       if (col.gameObject.CompareTag(PLAYER_TAG))
       {
          col.transform.parent = null;
          StartCoroutine(PauseElevator());
       }
   }
 
  IEnumerator PauseElevator()
  {
      yield return new WaitForSeconds(pause);
      myAnimator.SetTrigger(PLAYER_OFF_PLATFORM_ANIM);
  }

That's how a coroutine works. StartCoroutine returns instantly, but the rest of the coroutine (after the yield return) is called later.

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