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Question by mattt4001 · Jul 21, 2011 at 10:04 PM · c#coroutineyieldwaypointwait

C# Coroutine help

I am currently working on a waypoint script. The waypoint counter should advance when the object is in range of the waypoint. That works fine, but I also want to add a time delay. The following except seems to add a wait time to the first waypoint, however subsequent waypoints do no wait. Does anyone have any idea why its not working? I feel like there is a much simpler way to do this.

 void Update ()
  {
      //bunch of stuff to make the guy move to waypoints
 
 if ((alternativeWaypoint[currentWaypoint].position - transform.position).sqrMagnitude < 1)
         {
             print("close");
             StartCoroutine(WaypointCounter());
                 if ( addWaypoint == true)
                     {
                         currentWaypoint++;
                         addWaypoint = false;
                     }
         }
 }
 IEnumerator WaypointCounter() 
     {
         yield return new WaitForSeconds(10);
         print("someting");
         CurrentWaypointAdd();
     }
 void CurrentWaypointAdd ()
     {
         addWaypoint = true;
     }


Thanks

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Answer by Bunny83 · Jul 21, 2011 at 11:24 PM

When you come in range of the waypoint you start a new coroutine EVERY frame. So after 1 sec at 60fps there are 60 coroutines running...

You should use your boolean to "block" the execution of the coroutine when you reached the waypoint.

Something like that:

 bool reachedWaypoint = false;
 
 void Update ()
 {
     if (!reachedWaypoint && ((alternativeWaypoint[currentWaypoint].position - transform.position).sqrMagnitude < 1))
     {
         reachedWaypoint = true;
         StartCoroutine(SetNextWaypointDelayed());
     }
 }
 
 IEnumerator SetNextWaypointDelayed() 
 {
     yield return new WaitForSeconds(10);
     SetNextWaypoint();
 }
 
 void SetNextWaypoint()
 {
     currentWaypoint++;
     reachedWaypoint = false;
 }
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