How to use infinite loops or alternatively repeated tasks
I know this is all very bad code, but it's just a concept. I want to have something walk in a square so i've given it four points and positions and have it walk there. It should work if i ran it once, but I want it to work forever. How can i make this code work? Alternatively, how can I change it to have my object work between points forever.
Code:
public class movement1 : MonoBehaviour {
public static GameObject target;
public Transform targetPos = target.transform;
public Vector3 targetPosv3 = target.transform.position;
public Transform targetPos2 = target.transform;
public Vector3 targetPosv32 = target.transform.position;
public Transform targetPos3 = target.transform;
public Vector3 targetPosv33 = target.transform.position;
public Transform targetPos4 = target.transform;
public Vector3 targetPosv34 = target.transform.position;
public float step = 100.0f * Time.deltaTime;
// Update is called once per frame
void Update () {
Start:
for (int intx = 1; intx < 30; intx++)
{
transform.LookAt(targetPos);
transform.position = Vector3.MoveTowards(transform.position, targetPosv3, step);
StartCoroutine(MyMethod());
}
for (int intx = 1; intx < 30; intx++)
{
transform.LookAt(targetPos2);
transform.position = Vector3.MoveTowards(transform.position, targetPosv32, step);
StartCoroutine(MyMethod());
}
for (int intx = 1; intx < 30; intx++)
{
transform.LookAt(targetPos3);
transform.position = Vector3.MoveTowards(transform.position, targetPosv33, step);
StartCoroutine(MyMethod());
}
for (int intx = 1; intx < 30; intx++)
{
transform.LookAt(targetPos3);
transform.position = Vector3.MoveTowards(transform.position, targetPosv33, step);
StartCoroutine(MyMethod());
}
StartCoroutine(MyMethod());
goto Start;
}
IEnumerator MyMethod()
{
yield return new WaitForSeconds(0.01f);
}
}
It doesn't work in start or in update. What should I do? Thank you very much.
Answer by doublemax · Nov 05, 2016 at 12:40 AM
Untested, i just moved the code a bit:
public float speed = 100.0f;
void Start()
{
StartCoroutine( "DoAnimation" );
}
IEnumerator DoAnimation()
{
while(true)
{
for (int intx = 1; intx < 30; intx++)
{
transform.LookAt(targetPos);
transform.position = Vector3.MoveTowards(transform.position, targetPosv3, speed * Time.deltaTime);
yield return new WaitForSeconds(0.01f);
}
for (int intx = 1; intx < 30; intx++)
{
transform.LookAt(targetPos2);
transform.position = Vector3.MoveTowards(transform.position, targetPosv32, speed * Time.deltaTime);
yield return new WaitForSeconds(0.01f);
}
for (int intx = 1; intx < 30; intx++)
{
transform.LookAt(targetPos3);
transform.position = Vector3.MoveTowards(transform.position, targetPosv33, speed * Time.deltaTime);
yield return new WaitForSeconds(0.01f);
}
for (int intx = 1; intx < 30; intx++)
{
transform.LookAt(targetPos3);
transform.position = Vector3.MoveTowards(transform.position, targetPosv33, speed * Time.deltaTime);
yield return new WaitForSeconds(0.01f);
}
}
}
You can't precalculate "step" using Time.deltaTime. Time.deltaTime is dynamic and can be different for every frame.
I have another script set up to follow the player in a certain radius, and this works but only if I'm in that radius. What should I do? It only faces towards them now but never actually moves. Thank you though, this is a big help. EDIT: I fixed it. I had to set the speed in the editor, it was stuck. Thanks!
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