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Question by Fedron · Nov 29, 2017 at 05:55 PM · coroutinewaitforsecondscoroutines

Using coroutines to do attack patterns

I'm making a boss but for one of his phases I want him to do a series of attacks one after another. The first attack will be done for 5 seconds and then he will start doing a different attack for 5 seconds again. And once the entire coroutine is complete it will stop.


Current I am doing this:

 IEnumerator HandleFTPatternState() {
     FTPattern1();
     yield return new WaitForSeconds(5f);
     FTPattern2();
     yield return new WaitForSeconds(5f);
     FTPattern3();
     yield return new WaitForSeconds(5f);
     FTPattern4();
     yield return new WaitForSeconds(5f);
 }

This does go to the other attack pattern however he still does the previous one as well at the same time. How would I make it so that he only does say FTPattern3() once he gets to it and not FTPatter1() and FTPattern2() at the same time?

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avatar image Fedron · Nov 30, 2017 at 04:02 PM 0
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Anyone know how to do this?

avatar image Darkforge317 Fedron · Nov 30, 2017 at 04:46 PM 0
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I've dabbled in Co-Routines, but not enough to be able to help you. From what I see, this should work. However since it's not working then that means that there's a problem I'm not seeing.

$$anonymous$$y theory is that you must be calling StartCoroutine more than once, so maybe you have two Co-Routines running at the same time. (I don't know if this is possible, as I've said before, I've only dabbled in Co-Routines)

avatar image Darkforge317 Darkforge317 · Nov 30, 2017 at 04:49 PM 0
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I just googled if you can start a Co-Routine multiple times and you can. So make sure you don't call the Co-Routine twice.

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Answer by text23d · Nov 30, 2017 at 06:13 PM

I would have used Animation events in your case. Just in the end of animation (make sure to make a copy of anim file - Ctrl+d) make anim event, and start playing next animation from the function selected. IMHO this may help (yes, and make time variable to count seconds)

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