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Question by JustACode · Feb 02, 2021 at 12:39 AM · coroutineint

Hello, I can I make a int for my coroutine that can check the value of the int every frame.

Currently I have a int called waitTime each time 1 stamina is used it will add on how long the player can dash. My problem is that the coroutine is reading it as 1 instead of checking if the waitTime has increase.

Example: So if I have 10 waitTime that should mean that the coroutine should wait 10 seconds.

How do I do that with my current script?


using System.Collections; using System.Collections.Generic; using UnityEngine;

public class playerDashScript : MonoBehaviour {

 public playerInfo playerInfo;
 public playerGridMovementScript movementScript;
 public StamiaBar StaminaBar;

 public int waitTime;

 // Start is called before the first frame update
 void Start()
 {
     
 }

 // Update is called once per frame
 void Update()
 {
     // If key is pressed 1 stamina will be used
     if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1f && Input.GetKeyDown(KeyCode.F))
     {
         if(playerInfo.currentStamina >= 1)
         {
             dashStamina(1);
             StartCoroutine(dash());
         }
         else
         {
             StopCoroutine(dash());
         }

     }

     // If key is held down then all of stamina will be used 
     else if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1f && Input.GetKey(KeyCode.F))
     {
         if (playerInfo.currentStamina >= 1)
         {
             dashStamina(1);
             StartCoroutine(dash());
         }
         else
         {

         }
     }

 }

 void dashStamina(int used)
 {
     playerInfo.currentStamina -= used;
     waitTime += 1;

     StaminaBar.SetStamina(playerInfo.currentStamina); 
 }

 // Makes the player dash until waitTime is over then reset the player speed
 IEnumerator dash()
 {
     movementScript.moveSpeed = 5f;
     yield return new WaitForSeconds(waitTime);
     movementScript.moveSpeed = 1.5f;
     waitTime = 0;
 }

}

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Answer by Pokedlg3 · Feb 02, 2021 at 03:33 AM

I think you just put the ienumerator in the wrong place it has to be after the void. Try like this:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class playerDashScript: MonoBehaviour 
 {

 public playerInfo playerInfo;
 public playerGridMovementScript movementScript;
 public StamiaBar StaminaBar;
 public int waitTime;

  // Start is called before the first frame update
 void Start()
  {
  
  }

  // Update is called once per frame
  void Update()
  {
  // Makes the player dash until waitTime is over then reset the player speed
  // If key is pressed 1 stamina will be used
  if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1f && Input.GetKeyDown(KeyCode.F))
  {
      if(playerInfo.currentStamina >= 1)
      {
          dashStamina(1);
          StartCoroutine(dash());
      }
      else
      {
          StopCoroutine(dash());
      }
  }
  // If key is held down then all of stamina will be used 
  else if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1f && Input.GetKey(KeyCode.F))
  {
      if (playerInfo.currentStamina >= 1)
      {
          dashStamina(1);
          StartCoroutine(dash());
      }
      else
      {
      }
  }
  }
  void dashStamina(int used)
  {
  playerInfo.currentStamina -= used;
  waitTime += 1;
  StaminaBar.SetStamina(playerInfo.currentStamina); 
  }

 IEnumerator dash()
  {
      movementScript.moveSpeed = 5f;
      yield return new WaitForSeconds(waitTime);
      movementScript.moveSpeed = 1.5f;
      waitTime = 0;
  }
 }




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avatar image JustACode · Feb 02, 2021 at 04:29 PM 0
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@Pokedlg3 Yes I am aware of that and I. have changed it but the out come is still the same. If you don't $$anonymous$$d try checking it again for the problem.

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