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Question by Sunrift · Nov 07, 2011 at 08:52 AM · yieldwaitforsecondsdelay

Yield only working once?

Hi, I have a question about the yield statement in the following code. The code only delays the first time the Attack () function is called. After that, there is no delay.

Is there something about yield statements that I don't understand? I thought they were pretty straightforward.

Here is the code I am using:

 function Attack (attSpeed : float)
 {
     animation["attack"].layer = 2;
     animation["attack"].AddMixingTransform(shoulder);
     animation["attack"].speed = attSpeed * 2 * attackSpeed;
     yield WaitForSeconds (3);
     animation.Play("attack");
 }
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avatar image syclamoth · Nov 07, 2011 at 08:56 AM 0
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It depends on how you are using the 'Attack (float)' function. Can you show us the line where it gets called from?

avatar image Sunrift · Nov 07, 2011 at 05:11 PM 0
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Edit: How do I format the code in a comment?? Ctrl + k doesn't seem to work.

Sure, here it is: Both of these are from a different script.

function Attack ()

{

 //print("attack");
 if(!animation.IsPlaying ("attack"))

 {
     pPropertiesScript.Attack (Random.Range(attackSpeedRandom$$anonymous$$in,attackSpeedRandom$$anonymous$$ax));
 }

 if (squareDistToTarg > backupRange * backupRange)
 {
     dark$$anonymous$$nightAction = Dark$$anonymous$$nightAction.idle;
 }
 else if (trueDistToTarg > 0 && squareDistToTarg < backupRange * backupRange)
 {
     BackRight();
 }
 else if (trueDistToTarg < 0 && squareDistToTarg < backupRange * backupRange)
 {
     BackLeft();
 }

}

This code is in a different script, and this Attack () is getting called in the Update () every frame that the target is in attack range. Here is the code that calls the Attack ():

if (squareDistToTarg < attackRange * attackRange)

     {
         Attack ();
     }

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