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Question by dom_cobb_22 · May 10, 2019 at 04:29 PM · startassignrepeating

How to start looped code (like that in Update()) from the area that runs once?

Okay.
I need to freeze character movement for some time when GetButtonDown (to play Jump Prepare animation; I need the character to stay).

Character is running -> Hit Jump -> Character is Preparing -> Character is Jumping. So I need to stop moving when it is preparing to jump (it is a little time step as 0.3335 seconds).

This code below runs in Update() in the script that on the character. 'v' is input from the Vertical axis. JumpForward() just defines a Vector to jump and AddForce to character's Rigidbody.

 if (Input.GetButtonDown("Jump") && v > 0.5f) // jump forward
             {
                 isJumpPressed = true; // trigger prepare animation
                 // stop motion
 
                 // we need to run AddForce with delay for prepare animation!
                 Invoke("JumpForward", 0.667f / 2f);


I can assign 0 to 'v' variable (that is responsive to movement) in each frame while the character is preparing (while this animation is playing)... But how can I do it? This code runs only once when the button is down.

How to start looped code (like that in Update()) from the area that runs once?

Thank you for any help.

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avatar image dom_cobb_22 · May 10, 2019 at 04:44 PM 0
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The idea is

 for (float i = 0.3335; i > 0; i -= Time.deltaTime) // can I use float ins$$anonymous$$d int?
 {
     v = 0;
 }

v will be 0 until time will pass.

avatar image dom_cobb_22 · May 10, 2019 at 05:24 PM 0
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 if (Input.GetButtonDown("Jump") && v > 0.5f) // jump forward
             {
                 isJumpPressed = true; // trigger prepare animation
                 // stop motion
                 for (float i = 0.3335f; i > 0; i -= Time.deltaTime) // can I use float ins$$anonymous$$d int?
                 {
                     v = 0f;
                 }
                 // we need to run AddForce with delay for prepare animation!
                 Invoke("JumpForward", 0.667f / 2f);
             }

This didn't work.

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Best Answer

Answer by dom_cobb_22 · May 10, 2019 at 07:34 PM

Here is as I solve this.

 void Update()
 {
     // Should stop?
     if (shouldStop)
     {
         v = 0f;
     }

     // JUMPING

     {
         if (Input.GetButtonDown("Jump") && v > 0.5f) // jump forward
         {
             isJumpPressed = true; // trigger prepare animation
             // stop motion
             shouldStop = true;
             StartCoroutine(ShouldStopOff());
             // we need to run AddForce with delay for prepare animation!
             Invoke("JumpForward", 0.667f / 2f);
         }
     }
 }
 IEnumerator ShouldStopOff()
 {
     yield return new WaitForSeconds(0.3335f);
     shouldStop = false;

 }


The answer is Coroutines.

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