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Question by ShvetsJR · Jul 14, 2020 at 09:11 AM · animatorrigstartcoroutinenormalized

StartCoroutine doesn't wait for next StartCoroutine

Hi,

I followed a tutorial on how to make a guy switch weapons and implemented 2 StartCoroutine one after another. The point is to first make a character hide his active gun A and take out his second gun B. What I have now is that it just goes directly to gun B without waiting for gun A animation to finish. The code looks pretty accurate to me. If I insert a 1 seconds delay between switching animations it works as exacted, but that is not how you code :D

My code:

 IEnumerator SwitchWeapon(int holsterIndex, int activateIndex) {
         yield return StartCoroutine(HolsterWeapon(holsterIndex));
         yield return StartCoroutine(ActivateWeapon(activateIndex));
         activeWeaponIndex = activateIndex;
     }
 
     IEnumerator HolsterWeapon(int index) {
         var weapon = GetWeapon(index);
         if (weapon) {
             rigController.SetBool("holster_weapon", true);
 
             while (rigController.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f) {
                 yield return new WaitForEndOfFrame();
             }
         }
     }
 
     IEnumerator ActivateWeapon(int index) {
         var weapon = GetWeapon(index);
         if (weapon) {
             rigController.SetBool("holster_weapon", false);
             rigController.Play("equip_" + weapon.weaponName);
 
             while (rigController.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f) {
                 yield return new WaitForEndOfFrame();
             }
         }
     }

Tutorial: https://youtu.be/HZuazvqaYkU?t=1130

My animation setup: alt text

I call a equip animation by code and holster animation gets triggered by the bool property changed

screenshot-2020-07-14-at-114251.png (109.7 kB)
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Answer by ShvetsJR · Jul 14, 2020 at 11:06 AM

One solution that seems to work correctly is:

 IEnumerator HolsterWeapon(int index) {
         var weapon = GetWeapon(index);
         if (weapon) {
             rigController.SetBool("holster_weapon", true);
             yield return new WaitForSeconds(rigController.GetCurrentAnimatorStateInfo(0).length);            
         }
     }

But I am not sure its a good approach... Can someone validate it?

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