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Question by Preezy57 · Apr 17, 2014 at 12:30 AM · coroutineguitextwaitforsecondsienumeratorloops

How to make loop with call to IEnumerator actually pause?

Hello all,

I am calling my function enterFlightMode which I am trying to make last ten seconds. 1 second per iteration. Heres the code.

     IEnumerator oneSec()
     {
         yield return new WaitForSeconds (1.0f);
     }
 
     void enterFlightMode()
     {
         Debug.Log ("Entered Flight mode");
         for (int i = 10; i > 0; i--) {
                         flightText.guiText.text = "FLY! " + i;
                         StartCoroutine( "oneSec" );
                 }
         flightText.guiText.text = "";
         flightEnabled = false;
         jumping = true;
         Debug.Log ("Exited Flight mode");
 
     }

Essentially I want the two Debug.Log statements to execute 10 seconds apart; Each second changing my guiText. I hope this is enough information let me know if you guys need more.

Thanks in advanced P2

PS. I have tried a simple function call without StartCoroutine, but im not too sure of the difference

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Answer by robertbu · Apr 17, 2014 at 12:43 AM

I see this form of code frequently on this list. You need to explore more about how a coroutine works. To make your code work you would have to make 'enterFlightMode' an IEnumerator, launch it with StartCoroutine() and move your yield statement into 'enterFlightMode'.

When executing code in a coroutine, when a yield is encountered, control returns immediately to the calling code. So, while each 'oneSec' waits the 1.0 second before completing, it does not cause 'enterFlightMode() to pause.

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Answer by jonSG · Apr 17, 2014 at 12:52 AM

Along the lines of what I think robertbu is talking about, I think you want something more like this:

 private IEnumerator enterFlightMode() {
     Debug.Log ("Entered Flight mode");
 
     for (int i = 10; i > 0; i--) {
         flightText.guiText.text = "FLY! " + i;
         yield return new WaitForSeconds (1.0f);
     }
 
     flightText.guiText.text = "";
     flightEnabled = false;
     jumping = true;
 
     Debug.Log ("Exited Flight mode");
 }

if you don't need to actually do something every second, the for loop can come out and you would yield for 10 rather than 1

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