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Question by markeey · Apr 28, 2016 at 03:30 PM · animationcoroutinelogic

using coroutines

Why does my coroutine BikeEnds() doesnt execute after the coroutine JetPackEnds()? so here's the scenario, if the player collides to (pdestroyed2 == true)jetpack powerup, the jetpack animation plays, and while having the power up and suddenly the power up (pdestroyed == true)Bike appears, the animation of Bike doesnt shows. .though the moveSpeed is changed to 7f, how could i fix this? i am new to programming as well as in unity. . .heres my code

 void Update()
     {
             if(pdestroyed == true)//&& pdestroyed2 != "yes")
             { 
                 StartCoroutine(BikeEnds());
             }
             if(pdestroyed2 == true)//&& pdestroyed2 != "yes")
             { 
                 StartCoroutine(JetPackEnds());
             }
     }
     
     
     
     IEnumerator BikeEnds()
         {
             if (pdestroyed == true && pdestroyed2 == false) 
             {
                 moveSpeed = 7f;
                 myAnimator.SetBool ("Bike", true);
                 yield return new WaitForSeconds (5.0f);
                 myAnimator.SetBool ("Bike", false);
                 pdestroyed = false;
             }
         }
         IEnumerator JetPackEnds()
         {
             if (pdestroyed2 == true && pdestroyed == false) 
             {
                 dblJump = true;
                 myAnimator.SetBool("JetPack",true);
                 yield return new WaitForSeconds (5.0f);
                 myAnimator.SetBool ("JetPack", false);
                 pdestroyed2 = false;
                 dblJump = false;
             }
         }
     
     
     
     
     
 
 
 
 
 
 



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Answer by Jordi-Bonastre · Apr 28, 2016 at 04:08 PM

Have a look to my proposal. I've used a Coroutine that calls to the other Coroutines. With this workaround, you can remove your conditionals inside the Coroutines and everything works fine.

 using UnityEngine;
 using System.Collections;
 
 public class testCoroutine : MonoBehaviour {
 
     public bool launchCoroutines = false;
 
     bool pdestroyed = true;
     bool pdestroyed2 = true;
 
     void Update()
     {
         if (launchCoroutines) {
             launchCoroutines = false;
             StartCoroutine (MyCoroutines ());
         }
     }
 
     IEnumerator MyCoroutines(){
         if(pdestroyed)
             yield return StartCoroutine(BikeEnds());
         if(pdestroyed2)
             yield return StartCoroutine(JetPackEnds());
 
         yield return null;
     }
 
     IEnumerator BikeEnds()
     {
         Debug.Log ("BikeEnds");
 
         //moveSpeed = 7f;
         //myAnimator.SetBool ("Bike", true);
         yield return new WaitForSeconds (5.0f);
         //myAnimator.SetBool ("Bike", false);
         pdestroyed = false;
     }
     IEnumerator JetPackEnds()
     {
         Debug.Log ("JetPackEnds");
 
         //dblJump = true;
         //myAnimator.SetBool("JetPack",true);
         yield return new WaitForSeconds (5.0f);
         //myAnimator.SetBool ("JetPack", false);
         //dblJump = false;
         pdestroyed2 = false;
     }
 }
 

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