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 VergilUa · Dec 25, 2014 at 02:14 PM · coroutinesinvokerepeatingregeneration

Recharge delay on shield regen through coroutines

I'm trying to implement a recharge delay for my energy shield class using coroutines. The idea is to reset duration of the delay each time damage is received. I've got this code so far:

 public class ShieldStats : MonoBehaviour {
     public float currentShield = 0;
     public float maxShield = 100f;
     public float rechargeRate = 0f;
     public float rechargeDelay = 0f;
     public float rechargeDelay = 0f;
     private bool shieldRechargeAllowed = true;
 
     void Start () {
         InvokeRepeating ("RechargeShield", 1, 0.1f);
     }
 
     public float ApplyDamage (float damage) {
         StartCoroutine (DisallowShieldRegenForXSeconds (rechargeDelay));
             ......
     }
 
     public void RechargeShield () {
         if (shieldRechargeAllowed && currentShield < maxShield) {
             currentShield += rechargeRate;
             if (currentShield > maxShield)
                 currentShield = maxShield;
             }
     }
 
     void OnDisable () {
         CancelInvoke ("RechargeShield");
     }
 
     IEnumerator DisallowShieldRegenForXSeconds (float rechargeDelay) {
         shieldRechargeAllowed = false;
         yield return new WaitForSeconds (rechargeDelay);
         shieldRechargeAllowed = true;
     } 
 }

Thing is, each time damage applied - new coroutine is instantiated. When the damage is received after old coroutine yield's it creates new coroutine which sets flag to false, but when old coroutine starts again - it sets bool to true, where it should be false.

Is there a way to stop previous coroutine instances and keep only latest one called? Or should I use deltatime for this purposes?

Comment
Add comment · Show 4
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 VergilUa · Dec 25, 2014 at 04:51 PM 0
Share

StopAllCoroutines() have done the trick. I was also trying to use new StopCoroutine(Coroutine coroutine) method, but yielded coroutines try to continue, which resides in printing out "Coroutine continue failure" in console. Which is weird.

avatar image CodeElemental · Dec 26, 2014 at 08:10 AM 0
Share

Glad to have helped. If the comment helped you please convert it to answer and accept it.

avatar image VergilUa · Dec 26, 2014 at 09:56 AM 0
Share

Just post your comment as an answer, I will accept it, because I dunno how to convert it.

avatar image CodeElemental · Jan 08, 2015 at 03:16 PM 0
Share

Done. Converted my comment to answer.

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by CodeElemental · Dec 25, 2014 at 02:18 PM

You can use StopAllCoroutines() to stop all executing coroutines before starting a new one. That way you can ensure that there is only one instance of a specified coroutine at a given time. Take a look at StopAllCoroutines and StopCoroutine

Comment
Add comment · 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
0

Answer by Wisearn · Dec 25, 2014 at 02:28 PM

maybe a crude fix but you can run a timer like this>

 float rechargeCooldown = 0f;
 
 void Update () {
     rechargeCooldown = Mathf.Max(rechargeCooldown - Time.deltaTime, 0f);  
 }
 
 public float ApplyDamage (float damage) {
     rechargeCooldown = rechargeDelay;
 }
 
 public void RechargeShield () {
     if (rechargeCooldown == 0f && currentShield < maxShield) {


Comment
Add comment · 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

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

InvokeRepeating repeating too often with OnTriggerEnter 1 Answer

How can I repeat an action after set number of seconds, 4 Answers

Spawn Controller... 2 Answers

I need to Stop and Restart a Co-Routine at anytime 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