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Question by GhostlyFedoras · Jul 14, 2019 at 08:41 PM · c#intienumeratorsubtracting

Start coroutine after set amount of time

Quite simply I have my coroutines set though It is a timed thing obviously and I need it to only happen after X time, The coroutine does work as is just I need it to happen after the one previous ends otherwise I have the issue that I am having where the Int goes into negative numbers, I'm not sure if there's an easier way to do this, Just hope that someone here can help, thanks, here's the code.

 public class TorchToggle : MonoBehaviour
 {
     public GameObject torchLight;
     public Text BatteryText;
 
     // Update is called once per frame
     [System.Obsolete]
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             if (torchLight.active == true)
             {
                 torchLight.gameObject.SetActive(false);
             }
             else
             {
                 if (UseButtons.TorchBattery > 0)
                 {
                     torchLight.gameObject.SetActive(true);
                 }
             }
         }
 
         if (UseButtons.TorchBattery <= 0)
         {
             torchLight.gameObject.SetActive(false);
         }
 
         BatteryText.text = "Torch batteries remaining : " + UseButtons.TorchBattery;
     }
 
     [System.Obsolete]
     IEnumerator BatteryLife()
     {
         if (torchLight.active == true)
         {
             if (UseButtons.TorchBattery > 0)
             {
                 yield return new WaitForSeconds(120);
                 UseButtons.TorchBattery -= 1;
             }
         }
     }
 }
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Answer by Cornelis-de-Jager · Jul 14, 2019 at 10:26 PM

Hi GhostlyFedoras, here is a solution below that uses time instead of Coroutines. I myself love coroutines, but it has issues that once started it can't be stopped, thus flicking it on and off really quickly will cause the battery to drain the same amount as leaving it running for 120 seconds in this case. See the solution below and play around with the BatteryLife value.

  public class Torch : MonoBehaviour
  {
     public GameObject torchLight;
     public Text BatteryText;
     
     // Work Variables Used for battery drain
     public float BatteryLife;
     public bool torchOn = false;
     
     void Start () {
         // Set battery starting value
         BatteryLife = 100f; 
     }
     
     void FixedUpdate () {
     
         // Check for empty battery
         if (BatteryLife <= 0){
             torchOn = false;
             torchLight.gameObject.SetActive(false);
             
             BatteryText.text = "Torch batteries remaining : " + BatteryLife;
             
             // stop any other scripts from running
             return;
         }
         // Handle Toggling Battery
         HandleTorchToggle();
         
         // Handle Battery Drain
         HandleBatteryDrain();
         
         // Set the text
         BatteryText.text = "Torch batteries remaining : " + BatteryLife;
     }
     
     void HandleTorchToggle () {
         if (Input.GetMouseButtonDown(0)) {
             torchOn = !torchOn;
             torchLight.gameObject.SetActive(torchOn);
         }
     }
         
     void HandleBatteryDrain () {
         if (torchOn)
             battery -= Time.deltaTime;
     }
  }
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avatar image GhostlyFedoras · Jul 15, 2019 at 12:22 PM 0
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Yeah this is perfect, Thanks for your help!.

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