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Question by dirtydemon · Apr 16, 2012 at 11:58 AM · c#coroutineyield

coroutine for reloading

Ok so this has been driving me mad trying to get the enemy to reload using a coroutine. but it just seems to run as loop inside the coroutine. and uses all the clips at once.

 void Reload()
     {
         StartCoroutine (ReloadDelay());
         
     }
 
 IEnumerator ReloadDelay()
 {
     yield return new WaitForSeconds(5.0f);
     Debug.Log("waiting");
         
         //StartCoroutine (ReloadDelay());
         
         if(Clip > 0)
         {
     
         BulletsLeft = BulletPerClip;
             Clip--;
         
         PlayReloadAudio();
         caseCont = 2;
     }
         
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Answer by aldonaletto · Apr 16, 2012 at 12:11 PM

Coroutines are "fire and forget" creatures: you start a coroutine and your code continues almost immediately - the coroutine returns when the first yield is executed, and keeps running in the background each frame. If you call Reload again before the current coroutine has finished, a new one is started. The easiest way to avoid this requires a boolean flag: it's set at the coroutine beginning and reset at the end, and you must only start a new coroutine when the flag is false:

bool reloading = false; // flag indicating "I'm reloading now!"

void Reload(){ // only reload again if the previous coroutine has ended: if (!reloading) StartCoroutine (ReloadDelay()); }

IEnumerator ReloadDelay(){ reloading = true; // signal "I'm reloading..." yield return new WaitForSeconds(5.0f); ... PlayReloadAudio(); caseCont = 2; reloading = false; // reload ended }

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