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Question by siember · Apr 30, 2020 at 05:19 PM · 2dbooleantop down shooter

Coroutine isn't updating a variable

I'm trying to create a Boss that moves to a target area, attacks the player for a couple of seconds and then stop attacking and move to another target and do it again.

I used coroutines to do this and used a bool to stop the movement but for some reason the coroutine "StopAttack" isn't updating it.

This is the code that controls the Boss

 public bool bossTrigger = false;
     public bool target1Reached = false;
     public bool target2Reached = false;
     public bool target3Reached = false;
     public bool target4Reached = false;
 
     private bool isMoving = true;
 
     public float moveSpeed;
     public float rotationSpeed;
     public float attackTime;
 
     public GameObject target1;
     public GameObject target2;
     public GameObject target3;
     public GameObject target4;
 
     public Transform player;
 
     public Rigidbody2D rb;
 
 
     void Update()
     {
         if (bossTrigger && isMoving)
         {
             Movement();
             Debug.Log("Boss is in movement phase");
         }
         else
         {
             Debug.Log("Boss is not in movement phase");
         }
 
         Debug.Log($"{isMoving}");
     }
 
     void Movement()
     {
         if (!target2Reached && !target1Reached && !target3Reached && !target4Reached)
         {
             rb.MovePosition(Vector3.MoveTowards(transform.position, target1.transform.position, moveSpeed * 
                 Time.deltaTime));
         }
         else if (target1Reached)
         {
             StartCoroutine("Attack");
             rb.MovePosition(Vector3.MoveTowards(transform.position, target2.transform.position, moveSpeed *
                 Time.deltaTime));
         }
         else if (target2Reached)
         {
             StartCoroutine("Attack");
             rb.MovePosition(Vector3.MoveTowards(transform.position, target3.transform.position, moveSpeed *
                 Time.deltaTime));
         }
         else if (target3Reached)
         {
             StartCoroutine("Attack");
             rb.MovePosition(Vector3.MoveTowards(transform.position, target4.transform.position, moveSpeed *
                 Time.deltaTime));
         }
         else if (target4Reached)
         {
             StartCoroutine("Attack");
             rb.MovePosition(Vector3.MoveTowards(transform.position, target1.transform.position, moveSpeed *
                 Time.deltaTime));
         }
     }
 
     IEnumerator Attack()
     {
         yield return new WaitForEndOfFrame();
         isMoving = false;
         transform.LookAt(player, Vector3.forward);
         print("Boss is now in Attack State");
         StartCoroutine(StopAttack());
 
         StartCoroutine(Attack());
     }
 
     IEnumerator StopAttack()
     {
         yield return new WaitForSeconds(attackTime);
         StopCoroutine(Attack());
         isMoving = true;
         print("Attack Coroutine has stopped");
         // StopCoroutine(StopAttack());
     }
 
     private void OnTriggerEnter2D(Collider2D other)
     {
         if (other.CompareTag("BossTarget1"))
         {
             target1Reached = true;
             
             target2Reached = false;
             target3Reached = false;
             target4Reached = false;
         }
         else if (other.CompareTag("BossTarget2"))
         {
             target2Reached = true;
             
             target1Reached = false;
             target3Reached = false;
             target4Reached = false;
         }
         else if (other.CompareTag("BossTarget3"))
         {
             target3Reached = true;
 
             target1Reached = false;
             target2Reached = false;
             target4Reached = false;
         }
         else if (other.CompareTag("BossTarget4"))
         {
             target4Reached = true;
 
             target1Reached = false;
             target2Reached = false;
             target3Reached = false;
         }
     }
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