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Delay befor Jump with character controller
Hi everyone. How to make delay before jump after space is pressed in this particular script (standard assets character movement script converted in C#). I'd read about Coroutine and IEnumerator with WaitForSeconds, but don't know how to implement it in this script. I just need to make delay for 0.5sec.
using UnityEngine;
using System.Collections;
public class CharAdvanceMovement : MonoBehaviour
{
public AnimationClip idleAnimation;
public AnimationClip walkAnimation;
public AnimationClip runAnimation;
public AnimationClip jumpPoseAnimation;
public float walkMaxAnimationSpeed = 0.75F;
public float trotMaxAnimationSpeed = 1F;
public float runMaxAnimationSpeed = 1F;
public float jumpAnimationSpeed = 1F;
public float landAnimationSpeed =1F;
private Animation _animation;
enum CharacterState
{
Idle = 0,
Walking = 1,
Trotting = 2,
Running = 3,
Jumping = 4,
}
private CharacterState _characterState;
// The speed when walking
public float walkSpeed = 2.0F;
// after trotAfterSeconds of walking we trot with trotSpeed
public float trotSpeed = 4.0F;
// when pressing "Fire3" button (cmd) we start running
public float runSpeed = 6.0F;
public float inAirControlAcceleration = 3.0F;
// How high do we jump when pressing jump and letting go immediately
public float jumpHeight = 0.5F;
// The gravity for the character
public float gravity = 20.0F;
// The gravity in controlled descent mode
public float speedSmoothing = 10.0F;
public float rotateSpeed = 1000000.0F;
public float trotAfterSeconds = 3.0F;
public bool canJump= true;
private float jumpRepeatTime = 0.05F;
private float jumpTimeout = 0.15F;
private float groundedTimeout = 0.25F;
// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private float lockCameraTimer = 0.0F;
// The current move direction in x-z
public Vector3 moveDirection = Vector3.zero;
// The current vertical speed
private float verticalSpeed = 0.0F;
// The current x-z move speed
public float moveSpeed = 0.0F;
// The last collision flags returned from controller.Move
private CollisionFlags collisionFlags ;
// Are we jumping? (Initiated with jump button and not grounded yet)
private bool jumping = false;
private bool jumpingReachedApex = false;
// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private bool movingBack = false;
// Is the user pressing any keys?
public bool isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private float runTimeStart = 0.0F;
// Last time the jump button was clicked down
private float lastJumpButtonTime = -10.0F;
// Last time we performed a jump
private float lastJumpTime = -1.0F;
private bool isCrawling = false;
public bool EnableZ = true;
// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
//private float lastJumpStartHeight;
private Vector3 inAirVelocity = Vector3.zero;
private float lastGroundedTime = 0.0F;
private bool isControllable = true;
// Use this for initialization
void Awake ()
{
moveDirection = transform.TransformDirection(Vector3.forward);
_animation = GetComponent<Animation>();
if(!_animation)
Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
if(!idleAnimation) {
_animation = null;
Debug.Log("No idle animation found. Turning off animations.");
}
if(!walkAnimation) {
_animation = null;
Debug.Log("No walk animation found. Turning off animations.");
}
if(!runAnimation) {
_animation = null;
Debug.Log("No run animation found. Turning off animations.");
}
if(!jumpPoseAnimation & canJump) {
_animation = null;
Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
}
}
void UpdateSmoothedMovementDirection ()
{
Transform cameraTransform = Camera.main.transform;
bool grounded = IsGrounded();
// Forward vector relative to the camera along the x-z plane
Vector3 forward= cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
// Right vector relative to the camera
// Always orthogonal to the forward vector
Vector3 right= new Vector3(forward.z, 0, -forward.x);
if (EnableZ)
{
float v = Input.GetAxisRaw ("Vertical");
}
float h = Input.GetAxisRaw ("Horizontal");
// Are we moving backwards or looking backwards
if (v < -0.2f)
movingBack = true;
else
movingBack = false;
// Target direction relative to the camera
Vector3 targetDirection= h * right + v * forward;
// Grounded controls
if (grounded)
{
// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero)
{
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9f & grounded)
{
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else
{
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Rad2Deg * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}
// Smooth the speed based on the current target direction
float curSmooth= speedSmoothing * Time.deltaTime;
// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
float targetSpeed= Mathf.Min(targetDirection.magnitude, 1.0f);
_characterState = CharacterState.Idle;
// Pick speed modifier
if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
{
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;
isCrawling = true;
}
else if (Time.time - trotAfterSeconds > runTimeStart)
{
targetSpeed *= trotSpeed;
_characterState = CharacterState.Trotting;
}
else
{
targetSpeed *= runSpeed;
_characterState = CharacterState.Running;
isCrawling = false;
}
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
// Reset run time start when we slow down
if (moveSpeed < runSpeed * 1.0f)
{
runTimeStart = Time.time;
}
}
// In air controls
else
{
if (isMoving)
{
inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
}
}
}
void ApplyJumping ()
{
// Prevent jumping too fast after each other
if (lastJumpTime + jumpRepeatTime > Time.time)
return;
if (IsGrounded()) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (canJump & Time.time < lastJumpButtonTime + jumpTimeout)
{
verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}
}
}
void ApplyGravity ()
{
if (isControllable) // don't move player at all if not controllable.
{
// Apply gravity
//bool jumpButton= Input.GetButton("Jump");
// When we reach the apex of the jump we send out a message
if (jumping & !jumpingReachedApex & verticalSpeed <= 0.0f)
{
jumpingReachedApex = true;
SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}
if (IsGrounded ())
verticalSpeed = 0.0f;
else
verticalSpeed -= gravity * Time.deltaTime;
}
}
float CalculateJumpVerticalSpeed ( float targetJumpHeight )
{
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}
void DidJump ()
{
jumping = true;
jumpingReachedApex = false;
lastJumpTime = Time.time;
//lastJumpStartHeight = transform.position.y;
lastJumpButtonTime = -10;
_characterState = CharacterState.Jumping;
}
void Update ()
{
if (!isControllable)
{
// kill all inputs if not controllable.
Input.ResetInputAxes();
}
if (Input.GetButtonDown ("Jump"))
{
lastJumpButtonTime = Time.time;
}
UpdateSmoothedMovementDirection();
// Apply gravity
// - extra power jump modifies gravity
// - controlledDescent mode modifies gravity
ApplyGravity ();
// Apply jumping logic
ApplyJumping ();
// Calculate actual motion
Vector3 movement= moveDirection * moveSpeed + new Vector3 (0, verticalSpeed, 0) + inAirVelocity;
movement *= Time.deltaTime;
// Move the controller
CharacterController controller = GetComponent<CharacterController>();
collisionFlags = controller.Move (movement);
// ANIMATION sector
if(_animation)
{
if(_characterState == CharacterState.Jumping)
{
if(!jumpingReachedApex)
{
_animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
}
else
{
_animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
}
}
else
{
if(controller.velocity.sqrMagnitude < 0.1f) {
_animation.CrossFade(idleAnimation.name);
}
else
{
if(_characterState == CharacterState.Running)
{
_animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed);
_animation.CrossFade(runAnimation.name);
}
else if(_characterState == CharacterState.Trotting)
{
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
else if(_characterState == CharacterState.Walking)
{
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
}
}
}
// ANIMATION sector
// Set rotation to the move direction
if (IsGrounded() && !isCrawling)
{
transform.rotation = Quaternion.LookRotation(moveDirection);
}
else if(!isCrawling)
{
Vector3 xzMove = movement;
xzMove.y = 0;
if (xzMove.sqrMagnitude > 0.001f)
{
transform.rotation = Quaternion.LookRotation(xzMove);
}
}
// We are in jump mode but just became grounded
if (IsGrounded())
{
lastGroundedTime = Time.time;
inAirVelocity = Vector3.zero;
if (jumping)
{
jumping = false;
SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
}
}
}
void OnControllerColliderHit ( ControllerColliderHit hit)
{
if (hit.moveDirection.y > 0.01f)
{
return;
}
}
float GetSpeed ()
{
return moveSpeed;
}
bool IsJumping ()
{
return jumping;
}
bool IsGrounded ()
{
return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
}
Vector3 GetDirection ()
{
return moveDirection;
}
bool IsMovingBackwards ()
{
return movingBack;
}
float GetLockCameraTimer ()
{
return lockCameraTimer;
}
bool IsMoving ()
{
return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;
}
bool HasJumpReachedApex (){
return jumpingReachedApex;
}
bool IsGroundedWithTimeout (){
return lastGroundedTime + groundedTimeout > Time.time;
}
void Reset ()
{
gameObject.tag = "Player";
}
}
Thanks in advance
This is way too much code. Get things down to a simple case (say, translate on x after 0.5s or something) and try to do that first.
I would check out a tutorial on how to use Coroutines/Yield (just Google WaitForSeconds c# tutorial.)
Then these threads could be of help: http://answers.unity3d.com/questions/146670/a-delayyieeldwait-function-for-function-update.html http://answers.unity3d.com/questions/350721/c-yield-waitforseconds.html
And if you want a good thread on Invoke vs Yield/WaitForSeconds, I would check this one out: http://answers.unity3d.com/questions/8759/is-invoke-just-a-short-version-for-yield-waitforse.html
I've tried following:
void ApplyJumping ()
{
if (lastJumpTime + jumpRepeatTime > Time.time)
return;
if (IsGrounded())
{
if (canJump & Time.time < lastJumpButtonTime + jumpTimeout)
{
verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
}
}
IEnumerator DelayJump()
{
yield return new WaitForSeconds (2);
ApplyJumpnig();
}
void Update()
{
StartCoroutine (DelayJump());
}
But, he just stopped jump at all. Tried to move around ApplyJump(), ApplyGravity() and Input.GetButtonDown ("Jump") nothing helped.
Answer by Addyarb · Nov 22, 2014 at 03:42 AM
Copy and paste this if you're just looking for a quick answer.
If you want to know how it's done, read my comment below after;
using UnityEngine;
using System.Collections;
public class CharAdvanceMovement : MonoBehaviour
{
public AnimationClip idleAnimation;
public AnimationClip walkAnimation;
public AnimationClip runAnimation;
public AnimationClip jumpPoseAnimation;
public float walkMaxAnimationSpeed = 0.75F;
public float trotMaxAnimationSpeed = 1F;
public float runMaxAnimationSpeed = 1F;
public float jumpAnimationSpeed = 1F;
public float landAnimationSpeed =1F;
private Animation _animation;
enum CharacterState
{
Idle = 0,
Walking = 1,
Trotting = 2,
Running = 3,
Jumping = 4,
}
private CharacterState _characterState;
// The speed when walking
public float walkSpeed = 2.0F;
// after trotAfterSeconds of walking we trot with trotSpeed
public float trotSpeed = 4.0F;
// when pressing "Fire3" button (cmd) we start running
public float runSpeed = 6.0F;
public float inAirControlAcceleration = 3.0F;
// How high do we jump when pressing jump and letting go immediately
public float jumpHeight = 0.5F;
// The gravity for the character
public float gravity = 20.0F;
// The gravity in controlled descent mode
public float speedSmoothing = 10.0F;
public float rotateSpeed = 1000000.0F;
public float trotAfterSeconds = 3.0F;
public bool canJump= false;
private float jumpRepeatTime = 0.05F;
private float jumpTimeout = 0.15F;
private float groundedTimeout = 0.25F;
// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private float lockCameraTimer = 0.0F;
// The current move direction in x-z
public Vector3 moveDirection = Vector3.zero;
// The current vertical speed
private float verticalSpeed = 0.0F;
// The current x-z move speed
public float moveSpeed = 0.0F;
// The last collision flags returned from controller.Move
private CollisionFlags collisionFlags ;
// Are we jumping? (Initiated with jump button and not grounded yet)
private bool jumping = false;
private bool jumpingReachedApex = false;
// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private bool movingBack = false;
// Is the user pressing any keys?
public bool isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private float runTimeStart = 0.0F;
// Last time the jump button was clicked down
private float lastJumpButtonTime = -10.0F;
// Last time we performed a jump
private float lastJumpTime = -1.0F;
private bool isCrawling = false;
public bool EnableZ = true;
// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
//private float lastJumpStartHeight;
private Vector3 inAirVelocity = Vector3.zero;
private float lastGroundedTime = 0.0F;
private bool isControllable = true;
// Use this for initialization
void Awake ()
{
moveDirection = transform.TransformDirection(Vector3.forward);
_animation = GetComponent<Animation>();
if(!_animation)
Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
if(!idleAnimation) {
_animation = null;
Debug.Log("No idle animation found. Turning off animations.");
}
if(!walkAnimation) {
_animation = null;
Debug.Log("No walk animation found. Turning off animations.");
}
if(!runAnimation) {
_animation = null;
Debug.Log("No run animation found. Turning off animations.");
}
if(!jumpPoseAnimation & canJump) {
_animation = null;
Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
}
}
void UpdateSmoothedMovementDirection ()
{
Transform cameraTransform = Camera.main.transform;
bool grounded = IsGrounded();
// Forward vector relative to the camera along the x-z plane
Vector3 forward= cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
// Right vector relative to the camera
// Always orthogonal to the forward vector
Vector3 right= new Vector3(forward.z, 0, -forward.x);
if (EnableZ)
{
float v = Input.GetAxisRaw ("Vertical");
}
float h = Input.GetAxisRaw ("Horizontal");
// Are we moving backwards or looking backwards
if (v < -0.2f)
movingBack = true;
else
movingBack = false;
// Target direction relative to the camera
Vector3 targetDirection= h * right + v * forward;
// Grounded controls
if (grounded)
{
// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero)
{
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9f & grounded)
{
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else
{
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Rad2Deg * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}
// Smooth the speed based on the current target direction
float curSmooth= speedSmoothing * Time.deltaTime;
// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
float targetSpeed= Mathf.Min(targetDirection.magnitude, 1.0f);
_characterState = CharacterState.Idle;
// Pick speed modifier
if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
{
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;
isCrawling = true;
}
else if (Time.time - trotAfterSeconds > runTimeStart)
{
targetSpeed *= trotSpeed;
_characterState = CharacterState.Trotting;
}
else
{
targetSpeed *= runSpeed;
_characterState = CharacterState.Running;
isCrawling = false;
}
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
// Reset run time start when we slow down
if (moveSpeed < runSpeed * 1.0f)
{
runTimeStart = Time.time;
}
}
// In air controls
else
{
if (isMoving)
{
inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
}
}
}
void ApplyJumping ()
{
// Prevent jumping too fast after each other
if (lastJumpTime + jumpRepeatTime > Time.time)
return;
if (IsGrounded()) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (canJump & Time.time < lastJumpButtonTime + jumpTimeout)
{
verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}
}
}
void ApplyGravity ()
{
if (isControllable) // don't move player at all if not controllable.
{
// Apply gravity
//bool jumpButton= Input.GetButton("Jump");
// When we reach the apex of the jump we send out a message
if (jumping & !jumpingReachedApex & verticalSpeed <= 0.0f)
{
jumpingReachedApex = true;
SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}
if (IsGrounded ())
verticalSpeed = 0.0f;
else
verticalSpeed -= gravity * Time.deltaTime;
}
}
float CalculateJumpVerticalSpeed ( float targetJumpHeight )
{
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}
void DidJump ()
{
jumping = true;
jumpingReachedApex = false;
lastJumpTime = Time.time;
//lastJumpStartHeight = transform.position.y;
lastJumpButtonTime = -10;
_characterState = CharacterState.Jumping;
}
void Update ()
{
if (!isControllable)
{
// kill all inputs if not controllable.
Input.ResetInputAxes();
}
if (Input.GetButtonDown ("Jump"))
{
StartCoroutine(WaitForHalfSecondBeforeJumping());
lastJumpButtonTime = Time.time;
}
UpdateSmoothedMovementDirection();
// Apply gravity
// - extra power jump modifies gravity
// - controlledDescent mode modifies gravity
ApplyGravity ();
// Apply jumping logic
ApplyJumping ();
// Calculate actual motion
Vector3 movement= moveDirection * moveSpeed + new Vector3 (0, verticalSpeed, 0) + inAirVelocity;
movement *= Time.deltaTime;
// Move the controller
CharacterController controller = GetComponent<CharacterController>();
collisionFlags = controller.Move (movement);
// ANIMATION sector
if(_animation)
{
if(_characterState == CharacterState.Jumping)
{
if(!jumpingReachedApex)
{
_animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
}
else
{
_animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
}
}
else
{
if(controller.velocity.sqrMagnitude < 0.1f) {
_animation.CrossFade(idleAnimation.name);
}
else
{
if(_characterState == CharacterState.Running)
{
_animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed);
_animation.CrossFade(runAnimation.name);
}
else if(_characterState == CharacterState.Trotting)
{
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
else if(_characterState == CharacterState.Walking)
{
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
}
}
}
// ANIMATION sector
// Set rotation to the move direction
if (IsGrounded() && !isCrawling)
{
transform.rotation = Quaternion.LookRotation(moveDirection);
}
else if(!isCrawling)
{
Vector3 xzMove = movement;
xzMove.y = 0;
if (xzMove.sqrMagnitude > 0.001f)
{
transform.rotation = Quaternion.LookRotation(xzMove);
}
}
// We are in jump mode but just became grounded
if (IsGrounded())
{
lastGroundedTime = Time.time;
inAirVelocity = Vector3.zero;
if (jumping)
{
jumping = false;
SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
}
}
}
void OnControllerColliderHit ( ControllerColliderHit hit)
{
if (hit.moveDirection.y > 0.01f)
{
return;
}
}
float GetSpeed ()
{
return moveSpeed;
}
bool IsJumping ()
{
return jumping;
}
bool IsGrounded ()
{
return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
}
Vector3 GetDirection ()
{
return moveDirection;
}
bool IsMovingBackwards ()
{
return movingBack;
}
float GetLockCameraTimer ()
{
return lockCameraTimer;
}
bool IsMoving ()
{
return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;
}
bool HasJumpReachedApex (){
return jumpingReachedApex;
}
bool IsGroundedWithTimeout (){
return lastGroundedTime + groundedTimeout > Time.time;
}
void Reset ()
{
gameObject.tag = "Player";
}
IEnumerator WaitForHalfSecondBeforeJumping(){
canJump = false;
yield return new WaitForSeconds (.5f);
canJump = true;
}
}
IEnumerators are basically just regular functions just like void Start.. However in these functions you can call yields. Yield is just a word meaning we want to wait before something happens. Here's how you write your IEnumerator function.. Doesn't matter where you put it.
IEnumerator TheIEnumeratorName(){
boolIWantToWaitBeforeTriggering = false;
yield return new WaitForSeconds (5);
boolIWantToWaitBeforeTriggering = true;
}
Then, you simply call the IEnumerator to wait for you whenever you want it! It's not hard at all. Want the IEnumerator to start delaying your bool as soon as the game starts? Put your "StartCoroutine" in the Start() function. Want it to happen right after you click? Just put it in your Input.Get$$anonymous$$ouseButtonDown(0) block.
Here's the way you format calling it:
StartCoroutine(TheNameOfTheIEnumerator());
notice the unusual ()); at the end. Be sure to make it look just like that. Takes some getting used to.
Let me know if you have questions!
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