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Question by nasby321 · May 07, 2013 at 01:51 AM · playerloaddelayrestart

Putting a delay between animation and loading level

I put in a yield and the WaitForSeconds() as well, but it doesn't work.

Here is the code:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerHealth : MonoBehaviour {
     public int maxHealth = 100;
     public int curHealth = 100;
     public Transform target;
     
     public float healthBarLength;
 
     
 
     // Use this for initialization
     void Start () {
         healthBarLength = Screen.width / 2;
         
          animation["death"].wrapMode = WrapMode.Once;
  
    animation["death"].layer = 1;
     
     }
     
     
     // Update is called once per frame
     void Update () {
         AddjustCurrentHealth(0);
     
     }
     
     void OnGUI() {
         GUI.Box (new Rect(10, 40, healthBarLength, 20), curHealth + "/" + maxHealth);
     }
     
     public void AddjustCurrentHealth(int adj) {
         curHealth += adj;
         
         if(curHealth < 0)
             curHealth = 0;
         
         if(curHealth > maxHealth)
             curHealth = maxHealth;
         
         if(maxHealth < 1)
             maxHealth = 1;
         healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
         
         if(curHealth <= 0){
                animation.Play ("death");
                 yield WaitForSeconds(3);
                     Application.LoadLevel(2);
         
         }
         
 }
 }
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Answer by SubatomicHero · May 07, 2013 at 07:30 AM

Implement these changes and see if it helps: From your original

     public void AddjustCurrentHealth(int adj) {
        curHealth += adj;
  
        if(curHealth < 0)
          curHealth = 0;
  
        if(curHealth > maxHealth)
          curHealth = maxHealth;
  
        if(maxHealth < 1)
          maxHealth = 1;
        healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
  
        if(curHealth <= 0){
            animation.Play ("death");
           yield WaitForSeconds(3);
               Application.LoadLevel(2);
  
        }
  
 }

To This:

 public IEEnumerator adjustCurrentHealth (int adj)
 {
     curHealth += adj;
 
     if (curHealth < 0)
         curHealth = 0;
 
     if (curHealth > maxHealth)
         curHealth = maxHealth;
 
     if (maxHealth < 1)
         maxHealth = 1;
     healthBarLength = (Screen.width * 0.5f) * (curHealth / (float)maxHealth);
     
     if (curHealth <= 0)
     {
         animation.Play ("death");
         yield new WaitForSeconds(3);
         Application.LoadLevel(2);
     }
 }

If Unity complains you do not have enough return path's, then after the last if statement you may need to add:

 yield return null;

Also calling this method will be different now its a co-routine. You call it using StartCoroutine(adjustCurrentHealth());

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avatar image nasby321 · May 07, 2013 at 05:42 PM 0
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@SubatomicHero

I tried your code before. I thought that would work to, but it gives too different errors.

this line "yield new WaitForSeconds(3);" it says the word "new" is incorrect.

So I made it say "yield return new WaitForSeconds(3);" but then it says "The type or namespace name `IEEnumerator' could not be found. Are you missing a using directive or an assembly reference?" The same problems I ran into using my original code.

avatar image SubatomicHero · May 07, 2013 at 09:07 PM 0
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Ok it should be IEnumerator, my one was a typo :P

avatar image nasby321 · May 07, 2013 at 09:20 PM 0
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Yep, Thanks got it to work!

Here is the finished code:

Change call name "Do"

     public int maxHealth = 100;
     public int curHealth = 100;
     public Transform target;
     
     public float healthBarLength;
     
      IEnumerator Do() {
    yield return new WaitForSeconds(3);
     Application.LoadLevel(2);
 }
    
 
     
 
     // Use this for initialization
     void Start () {
         healthBarLength = Screen.width / 2;
         
          animation["death"].wrap$$anonymous$$ode = Wrap$$anonymous$$ode.Once;
               animation["death"].layer = 1;
     
     }
     
     
     // Update is called once per frame
     void Update () {
         AddjustCurrentHealth(0);
     
     }
     
     void OnGUI() {
         GUI.Box (new Rect(10, 40, healthBarLength, 20), curHealth + "/" + maxHealth);
     }
     
     public void AddjustCurrentHealth(int adj) {
         curHealth += adj;
         
         if(curHealth < 0)
             curHealth = 0;
         
         if(curHealth > maxHealth)
             curHealth = maxHealth;
         
         if(maxHealth < 1)
             maxHealth = 1;
         healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
         
         if(curHealth <= 0){
                animation.Play ("death");
                 StartCoroutine(Do());
         
         }
         
 }
 }

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