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Question by PWBotha · Apr 16, 2013 at 01:17 AM · c#coroutinewaitforseconds

Doing WaitForSeconds in C#

I've been trying to get WaitForSeconds to work, the code still ends up executing near instantly. Here's the first variant:

 using UnityEngine;
 using System.Collections;
 
 public class TWW :MonoBehaviour
 {
 public AudioClip soundFire;
 public GameObject animObject;
 private float lastShot = -10.0F;
 
 void Update(){
 ShootStuff();
 }
 
 int ShootStuff() 
 {
 /*animObject.animation["Shot"].speed = 3;
 animObject.animation.Play("Shot");
 audio.clip = soundFire;
 audio.Play();
 lastShot = Time.time;*/
 print ("first");
 StartCoroutine(WaitTime(5)); // CALL
 print ("second");
 /*animObject.animation["Shot"].speed = -3;
 animObject.animation.Play("Shot");*/
 return 1;
 } 
 
 IEnumerator WaitTime(int arg1){yield return new WaitForSeconds(arg1);}
 }

////////////////////////// I cannot get any feedback animations in ShootStuff()

 using UnityEngine;
 using System.Collections;
 
 public class GunScript :MonoBehaviour
 {
     public AudioClip pickupAmmo;
     public AudioClip soundFire;
 
     public Camera mainCamera;
     public Color colour;
     public Font font;
     
     public GameObject animObject;
     public GameObject ammoPrefab;
        public GameObject launchPosition;
     public GameObject muzzleObject;
     
     public float fovMin = 45.0F;
     public float fovMax = 90.0F;
     public float fovSpeed = 0.25F;
     public float reloadTime = 0.5F;
     public float waitTime = 0.1F;
     public int ammoCount = 15;
 
     // Use this for initialization
     void Start()
     {
     
     }
     // Update is called once per frame
     void Update()
     {
         if(Input.GetMouseButton(1))
         {
         mainCamera.camera.fieldOfView -= fovMin * Time.deltaTime / fovSpeed;
             if(mainCamera.camera.fieldOfView < fovMin)
             {
             mainCamera.camera.fieldOfView = fovMin;
             }
         }
         else
         {
          mainCamera.camera.fieldOfView += fovMax * Time.deltaTime / 0.5F;
             if(mainCamera.camera.fieldOfView > fovMax)
             {
              mainCamera.camera.fieldOfView = fovMax;
             }
         }
   //////////////////
  // MOUSE1 SHOOT //
         if(Input.GetMouseButtonDown(0))
         {
     
             ShootStuff();
     }
         
     }//UPDATE
 
     IEnumerator ShootStuff() 
     {
     animObject.animation["Shot"].speed = 3;
     animObject.animation.Play("Shot");
     audio.clip = soundFire;
     audio.Play();
     lastShot = Time.time;
     yield return new WaitForSeconds(1);
     animObject.animation["Shot"].speed = -3;
     animObject.animation.Play("Shot");
     } 
     
     void OnGUI()
     {
     GUI.color = colour;
     GUI.skin.font = font;
     GUI.Box(new Rect(Screen.width - 300, Screen.height-75,100,50), "CHARGES:" + "\n" + ammoCount);
     }
     
 }//END CLASS
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