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1
Question by davelupt · Jan 07, 2012 at 03:39 PM · c#animationwaitforseconds

Animation Wait C#

I'm trying to get an animation to start only after a certain amount of time has passed.

 using UnityEngine;
 using System.Collections;

 public class CannonFire : MonoBehaviour
 {
     bool playAnim = true;
     void Start(){
     
     }
 
     void Update(){
         if(playAnim){
             Wait();            
         }
     }
 
     IEnumerator Wait(){
         playAnim = false;
         yield return new WaitForSeconds(5);
         animation.Play();
     }
 }
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avatar image FLASHDENMARK · Jan 07, 2012 at 03:45 PM 0
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And are we supposed to look into our magic eight-balls in order to deter$$anonymous$$e the problem, Willis?

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Answer by robert_mathew · Jan 07, 2012 at 03:55 PM

 using UnityEngine;
 using System.Collections;

 public class CannonFire : MonoBehaviour
    {

  public  bool playAnim ;

  public Animation move;
 
 void Start(){
 
           playAnim = true;
             }

 void Update(){
 
    if(playAnim){

    playAnim = false;
    StartCoroutine(Wait());
             
                }
                  }//update ends

    public  IEnumerator Wait(){
   
    yield return new WaitForSeconds(5);
    move.Play("run");
           }
  }

animationc#waitforseconds

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avatar image robert_mathew · Jan 07, 2012 at 03:58 PM 0
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use StartCoroutine(Wait()); ins$$anonymous$$d of Wait(); if any clarification you can ask me if this is the appropriate answer for your questions don not forget to up vote this answer

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Answer by mpavlinsky · Jan 07, 2012 at 03:50 PM

You need to call StartCoroutine with your Wait function rather than just call Wait. More information at http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.StartCoroutine.html. Also please be sure to include more information about your issues in the future.

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