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Question by el-mas-pro-470 · Dec 06, 2018 at 08:26 PM · script.waitforsecondsactivegetkeydown

reactivate object after seconds not work?

Hi, I'm doing a script that says that when you press the R key, two objects disappear, and when you wait a few seconds they activate again but it does not work, does anyone know anything?

 #pragma strict
 var Arma : GameObject;
 var Disparador : GameObject;
 var TiempoRecarga : float;
 
 function Start (){
 Arma.active = true;
 Disparador.active = true;
 
 }
 
 function Update () {
 
 if(Input.GetKeyDown(KeyCode.R))
 {
 Arma.active = false;
 Disparador.active = false;
 
 yield WaitForSeconds(TiempoRecarga);
 Arma.active = true;
 Disparador.active = true;
 }
 }
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Answer by Vega4Life · Dec 06, 2018 at 08:34 PM

You need to create a coroutine function for the yield, you can't just throw it in Update and expect a delay.

     IEnumerator Delay(float time)
     {
         yield return new WaitForSeconds(time);
        Arma.SetActive(true);
        Disparador.SetActive(true);
     }


In your update call it like this:

 StartCoroutine(Delay(TiempoRecarga));


You should also us:

 Arma.SetActive(true/false);
 Disparador.SetActive(true/false);


Also, I wrote C#, so change to javascript how you see fit.


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avatar image el-mas-pro-470 · Dec 06, 2018 at 10:00 PM 0
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When I press the R if the objects are deactivated, but the seconds do not activate them again, is there an error? Thank you

 using UnityEngine;
 using System.Collections;
 
 public class ReloadPos : $$anonymous$$onoBehaviour {
 
     public GameObject Gun$$anonymous$$odel;
     public GameObject GunShootPoint;
     public float time;
 
     void Start () {
 
     StartCoroutine(Delay(time));
     }
 
     void Update () {
 
     if(Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.R))
     {
             Gun$$anonymous$$odel.SetActive(false);
         GunShootPoint.SetActive(false);
 
     }
     }
 
 
         IEnumerator Delay(float time)
         {
             yield return new WaitForSeconds(time);
             Gun$$anonymous$$odel.SetActive(true);
             GunShootPoint.SetActive(true);
         }
     }
 
 
avatar image Vega4Life el-mas-pro-470 · Dec 06, 2018 at 10:10 PM 0
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Yes, you put the StartCoroutine in the wrong location. Try this:

      void Update () {
  
      if(Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.R))
      {
              Gun$$anonymous$$odel.SetActive(false);
          GunShootPoint.SetActive(false);
      StartCoroutine(Delay(time));
  
      }



You call the coroutine when 'R' is pressed. :) Now it should work for you.

avatar image el-mas-pro-470 Vega4Life · Dec 06, 2018 at 10:12 PM 0
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aaaah! I did not know, thank you!

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