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Question by ayockel90 · May 11, 2021 at 04:36 AM · lerpcoroutines

How to start a coroutine with WaitForSeconds on key down?

I'm using the below code in an attempt to create a simple camera zoom. If the player presses Left Control it should smoothly zoom out or in but it doesn't work. I assume this is because it stops running the coroutine on the next update frame but I'm not sure how to correct it.

What am I doing wrong?

 void FixedUpdate(){
         //Zoom
         if(Input.GetKeyDown(KeyCode.LeftControl)){
             if(zoomedOut){
                 StartCoroutine(ZoomIn());
             }else{
                 StartCoroutine(ZoomOut());
             }
         }
 }

 IEnumerator ZoomOut(){
     t += Time.deltaTime / .4f;
     cinecam.m_Lens.OrthographicSize = Mathf.Lerp(13.0f, 30.0f, t);
     yield return new WaitForSeconds(3);
     zoomedOut = true;
     Debug.Log("zoomed out");
     lastZoomTime = Time.time;
 }

 IEnumerator ZoomIn(){
     t += Time.deltaTime / .4f;
     cinecam.m_Lens.OrthographicSize = Mathf.Lerp(30.0f, 13.0f, t);
     yield return new WaitForSeconds(3);
     zoomedOut = false;
     Debug.Log("zoomed in");
     lastZoomTime = Time.time;
 }
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Answer by Hellium · May 11, 2021 at 12:54 PM

It seems you don't understand how coroutines work and I invite you to read the documentation again.

https://docs.unity3d.com/Manual/Coroutines.html

Here is a suggested rework of your code:

 // You don't need FixedUpdate here since you aren't dealing with Physics
 void Update(){
     if(Input.GetKeyDown(KeyCode.LeftControl)){
         StopAllCoroutines();
         zoomedOut = !zoomedOut;
         if(zoomedOut){
             StartCoroutine(Zoom(30, 3));
         }else{
             StartCoroutine(Zoom(13, 3));
         }
     }
 }
 IEnumerator Zoom(float targetSize, float duration){
     float initialSize = cinecam.m_Lens.OrthographicSize;
     for(float t = 0 ; t < duration ; t += Time.deltaTime)
     {
         cinecam.m_Lens.OrthographicSize = Mathf.Lerp(initialSize, targetSize, t / duration);
         yield return null;
     }
     lastZoomTime = Time.time;
 }
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Answer by eneIr · May 11, 2021 at 11:27 AM

Maybe it's because the StartCoroutine() function is called multiple times. I think you can try adding another bool value and use Update() instead of FixedUpdate() to make sure it won't happen. Here is an example:

 bool coroutineCalled; 
 void Update(){
          //Zoom
          if(Input.GetKeyDown(KeyCode.LeftControl) && !coroutineCalled){
              if(zoomedOut){
                  StartCoroutine(ZoomIn());
                  coroutineCalled = true;
              }else{
                  StartCoroutine(ZoomOut());
                  coroutineCalled = true;
              }
          }
  }

and remember to add "coroutineCalled = false;" at the end of each IEnumerator. Hope it helps!

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