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Question by Eddie21uk · May 29, 2017 at 06:29 AM · scripting problem2d-platformer

Trying to sequence my animator with Coroutine.

Hi all, I'm trying to get my animation to be in sequence so i've added a Coroutine (time delay) but it hasn't worked and i'm unsure what i've done wrong? Any help would be appreciated. thanks

if (Input.GetAxisRaw ("Fire1") > 0)

     {
         myAnim.SetTrigger("shooting"); 
         StartCoroutine ("waitThreeSeconds"); 
         fireRocket() ;     

     }
         
 }

 IEnumerator waitThreeSeconds()
 {
     yield return new WaitForSeconds (5); 
 }
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Answer by ShadyProductions · May 29, 2017 at 11:53 AM

      {
          myAnim.SetTrigger("shooting");
          StartCoroutine (Wait(5)); 
          fireRocket();     
      }
  }
  IEnumerator Wait(int seconds)
  {
      yield return new WaitForSeconds (seconds); 
  }

Should work.

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avatar image Eddie21uk · May 29, 2017 at 02:08 PM 0
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thanks but it now only seems in sequence every few shots and not all of them

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Answer by sleepandpancakes · May 29, 2017 at 02:58 PM

If you want to run methods in sequence rather than in parallel, then those methods need to be in a coroutine, and you need to "yield" for each one before you call the next one. Also, defining a new Wait() coroutine is redundant since WaitForSeconds() will do the job.

 if (Input.GetAxisRaw ("Fire1") > 0)
 {
     StartCoroutine(_FireSequence());
 }
 
 IEnumerator _FireSequence()
 {
     myAnim.SetTrigger("shooting");
     yield return new WaitForSeconds(5); //note the use of yield
     fireRocket();   
 }
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