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Question by jamesar · Apr 05, 2014 at 12:08 AM · c#2dinstantiatecoroutineupdate

Using multiple yields in a Coroutine

Hi Guys,

Quick question about coroutines here; I'm setting up spawn system that utilizes a Coroutine and I'm running into some problems while trying to use several (yield return new) statements. Basically, the idea is to have a coroutine with two timers running inside. One is controlling the rate at which my while loop executes (and instantiates some game objects) and the other controls the length at which the coroutine runs for. At this point I'm not sure if I can reach the desired effect using just a Coroutine or if I should just write a custom function that gets called from Update.

Thanks for looking!

 private IEnumerator Spawn(ObjectType type, float setLength, float spawnRate) {
 
         if (type == ObjectType.B) {
 
             while (true) {
 
                 for (int i = 0; i < points.Count; i++) {
                     
                     Instantiate(ball, points[i].transform.position, points[i].transform.rotation);
                 }
 
                 yield return new WaitForSeconds(spawnRate);
             }
         }
 
         yield return new WaitForSeconds(setLength);
         Debug.Log("Reached the end");
 
     }
 
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avatar image Lo0NuhtiK · Apr 05, 2014 at 12:17 AM 0
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Why do you want it to yield again before the debug?

avatar image jamesar · Apr 07, 2014 at 03:49 PM 0
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The point of the second yield is to tell my while loop to run for (setLength) of time.

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Answer by robertbu · Apr 05, 2014 at 03:03 AM

What you are doing here will not do what I believe you are trying to do. Try this instead (untested):

 private IEnumerator Spawn(ObjectType type, float setLength, float spawnRate) {
     
     if (type == ObjectType.B) {
         
         float timestamp = Time.time + setLength;

         while (Time.time < timestamp) {
             
             for (int i = 0; i < points.Count; i++) {
                 
                 Instantiate(ball, points[i].transform.position, points[i].transform.rotation);
             }
             
             yield return new WaitForSeconds(spawnRate);
         }
     }
     
 Debug.Log("Reached the end");
 }

Note that multiple yields in coroutines work, and there are other things you an do (like yield one coroutine on another), but what you are doing with your code here does not work, and multiple coroutines would not be the right way to solve this specific problem.

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avatar image jamesar · Apr 07, 2014 at 03:54 PM 0
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I don't think your solution is quite what I'm going for either but you've definitely made me realize I can't achieve the functionality I need with a coroutine. I think a custom function called from update is going to be my best bet. Thanks for the reply!

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