Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by eyal · May 06, 2012 at 09:10 AM · ai

Simple AI Question

Hi All,

I use FSM in my game. The main state loop goes like this

 void Start()
 {
    while (!dead)
    {
      yield return StartCorutine(currentState.Run())
    }
 }

As you can see I want to wait untill the state execution is over before continue to the next iteratin in the while loop, My question is as follows :

If the FSM starts to execute a sate and in the middle of execution some variable of the game object are changed due to state change does it mean the the state that was in the middle of execution sees the new variable of the one it started with?

Thank you in advance Eyal

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
2
Best Answer

Answer by fafase · May 06, 2012 at 10:56 AM

OK maybe that will help. Here is what I have done:

 var any:boolean;
 var once:boolean;
 function Start(){
     any=true;
     once=true;
 }
 function Update(){
     if(once){
         CoroutineA();
         CoroutineB();
         once=!once;
     }
 }
 function CoroutineA(){
     Debug.Log(any);
     yield WaitForSeconds(1.0f);
     any=!any;
     Debug.Log(any);
 }
 function CoroutineB(){
     yield WaitForSeconds(2.0f);
     if(any)
         Debug.Log("True");
     else
         Debug.Log("False");
 }

And result are True, False, False meaning that CoroutineA waits 1s and flips any. In the meanwhile CoroutineB has been entered and printed True, waits 2s and now any is false.

Now second case, I pass the value to the function, now the value is local and won't alter the global one if no return, if there is a return we are back to case 1 and depending on when it happens:

 var any:boolean;
 var once:boolean;
 function Start(){
     once=true;
     any=true;
 }
 function Update(){
     if(once){
         CoroutineA(any);
         CoroutineB(any);
         once=!once;
     }
 }
 function CoroutineA(any:boolean){
     yield WaitForSeconds(1.0f);
     any=!any;
     Debug.Log(any);
 }
 function CoroutineB(any:boolean){
     Debug.Log(any);
     yield WaitForSeconds(2.0f);
     if(any)
         Debug.Log("True");
     else
         Debug.Log("False");
 }

It prints out true, false, true.

Conclusion, obvisouly, if you use global variable, the function will use its state at the moment not when entered, if you pass it as argument then it is the value at the moment of launching the function. So if you want to keep the value as it was when starting the function pass the value so that you have a local variable to the function that keeps the value until the end.

Helpful?

Comment
Add comment · Show 1 · 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
avatar image eyal · May 07, 2012 at 01:06 AM 0
Share

Yeah! Thank u.

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Extra tutorials for the Space Shooter tutorial project? 1 Answer

How can I find if a raycast has passed through two points? 2 Answers

bot AI half working 0 Answers

Operator `+' cannot be applied to operands of type `UnityEngine.Vector3' and `int' 1 Answer

My Object only moves when the variable ready is true. Problem is that ready is only ever true while update is running. So to move the object the variable always has to be true. How can I make it move if the variable ready is false. 1 Answer


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