Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by markeey · Apr 28, 2016 at 03:30 PM · animationcoroutinelogic

using coroutines

Why does my coroutine BikeEnds() doesnt execute after the coroutine JetPackEnds()? so here's the scenario, if the player collides to (pdestroyed2 == true)jetpack powerup, the jetpack animation plays, and while having the power up and suddenly the power up (pdestroyed == true)Bike appears, the animation of Bike doesnt shows. .though the moveSpeed is changed to 7f, how could i fix this? i am new to programming as well as in unity. . .heres my code

 void Update()
     {
             if(pdestroyed == true)//&& pdestroyed2 != "yes")
             { 
                 StartCoroutine(BikeEnds());
             }
             if(pdestroyed2 == true)//&& pdestroyed2 != "yes")
             { 
                 StartCoroutine(JetPackEnds());
             }
     }
     
     
     
     IEnumerator BikeEnds()
         {
             if (pdestroyed == true && pdestroyed2 == false) 
             {
                 moveSpeed = 7f;
                 myAnimator.SetBool ("Bike", true);
                 yield return new WaitForSeconds (5.0f);
                 myAnimator.SetBool ("Bike", false);
                 pdestroyed = false;
             }
         }
         IEnumerator JetPackEnds()
         {
             if (pdestroyed2 == true && pdestroyed == false) 
             {
                 dblJump = true;
                 myAnimator.SetBool("JetPack",true);
                 yield return new WaitForSeconds (5.0f);
                 myAnimator.SetBool ("JetPack", false);
                 pdestroyed2 = false;
                 dblJump = false;
             }
         }
     
     
     
     
     
 
 
 
 
 
 



Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Jordi-Bonastre · Apr 28, 2016 at 04:08 PM

Have a look to my proposal. I've used a Coroutine that calls to the other Coroutines. With this workaround, you can remove your conditionals inside the Coroutines and everything works fine.

 using UnityEngine;
 using System.Collections;
 
 public class testCoroutine : MonoBehaviour {
 
     public bool launchCoroutines = false;
 
     bool pdestroyed = true;
     bool pdestroyed2 = true;
 
     void Update()
     {
         if (launchCoroutines) {
             launchCoroutines = false;
             StartCoroutine (MyCoroutines ());
         }
     }
 
     IEnumerator MyCoroutines(){
         if(pdestroyed)
             yield return StartCoroutine(BikeEnds());
         if(pdestroyed2)
             yield return StartCoroutine(JetPackEnds());
 
         yield return null;
     }
 
     IEnumerator BikeEnds()
     {
         Debug.Log ("BikeEnds");
 
         //moveSpeed = 7f;
         //myAnimator.SetBool ("Bike", true);
         yield return new WaitForSeconds (5.0f);
         //myAnimator.SetBool ("Bike", false);
         pdestroyed = false;
     }
     IEnumerator JetPackEnds()
     {
         Debug.Log ("JetPackEnds");
 
         //dblJump = true;
         //myAnimator.SetBool("JetPack",true);
         yield return new WaitForSeconds (5.0f);
         //myAnimator.SetBool ("JetPack", false);
         //dblJump = false;
         pdestroyed2 = false;
     }
 }
 

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

93 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

OnCollisionEnter2D message being ignored 1 Answer

(2D) Make a GameObject Shake 0 Answers

Delay Animator Action in C#? 0 Answers

Logic for a lot of animations 0 Answers

How can I stop, start and reset a coroutine? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges