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Question by coryl · Jul 03, 2011 at 08:29 PM · functionpausepath

Pausing a function & continuing after?

Hi friends,

I'm working on a 2D game (from the top down view) where the user lays out waypoints and then presses Go. His unit follows the path, and if it runs into an enemy, it will attack it.

So I have the movement script done, and I'm working on the attack script. For movement, I'm storing the waypoint coordinates in an array and then running a loop which utilizes a Move() function to carry the unit from point to point. I'm using Vector3.Distance to calculate whether or not the unit is in range of attacking the enemy, and if so, running an Attack() function.

How can I include some sort of pause or freezing in this loop, so that the unit momentarily STOPS moving in-between waypoints, runs the Attack(), then continues the movement where he last left off? Any help/suggestions appreciated. Thanks

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Answer by SilverTabby · Jul 03, 2011 at 09:00 PM

I'm assuming you are doing the waypoint moving inside of Update or LateUpdate, but anything in a tight loop should work with this.

First, make Attack() a coroutine. Make it so that the entirety of the attack and animations, and any movement you want during the attack are controlled over x frames by this function (see the enemy scripts from the 3d platfomer tutorial)

Second, create a boolean canMove and an if statement so your movment code will be skipped if the value is false.

Then, at the start of the attack function, canMove = false; and at the end canMove = true;

Hope this helped.

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