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Question by lendritibrahimi · Jan 19, 2017 at 05:07 PM · ienumeratorloopingfunction updateyoutube

How to loop a function for a limited time

 using System.Collections;
 using UnityEngine;
 using System;
 
 public class Timer : MonoBehaviour
 {
     private bool doReturn = true;
     public bool Ability(Action action, float time, string key,bool DoLoop)
     {
         if (Input.GetKeyDown(key)&&!DoLoop)
         {
             doReturn = true;
             StartCoroutine(LateCall(time, action, DoLoop));
         }
         else if(Input.GetKeyDown(key) &&DoLoop)
         {
 
 
             //HERE IS THE PIECE OF CODE THATS MISSING!!!!
 
 
         }
         return doReturn;    
     }
     private IEnumerator LateCall(float Duration, Action action,bool DoLoop)
     {
         action();
         yield return new WaitForSeconds(Duration);
         doReturn = false;
     }
 }

The basic usage of this code is to do an "ability" in my case call a function for a limited time, and some "abilities" need to be continuous or in this case the function needs to be looped for a time, I wanna keep the code as simple as possible.

The thing i can't seem to find is how to loop an Action for a limited amount of time, also invoke didn't seem to work. The functions I'm using are in another class, the whole reason behind that is so I could make this a more universal script.

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Answer by ErikHallmarkDev · Jan 19, 2017 at 06:48 PM

I'm not sure if I understand exactly what your code needs to do. But if what I'm guessing is right, this is how I would solve this problem. All you need to do is call StartLoop once, and it will take care of the rest. It may take a bit more work to fit into your code, but I think it's the simplest solution.

The condition for the loop could easily be changed to something other than time, or time and some other condition.

 public float loopDuration = 2.0f; //How long the loop lasts in seconds
 private float time = 0.0f;
 
 void StartLoop() {
   StartCoroutine(DoLoop());
 }
 
 IEnumerator DoLoop() {
 
   do {
    
     //Your code goes here

     time += Time.deltaTime;
     yield return new WaitForEndOfFrame();
   } while (time < loopDuration); 
 
   time = 0.0f;
 
 }

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avatar image lendritibrahimi · Jan 19, 2017 at 07:10 PM 0
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I'll try and implement this on my code and post final results, thank you until then!

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