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Question by Optiknights · Dec 25, 2013 at 05:29 PM · waitforsecondsdelay

WaitForSeconds not working

Wait for Seconds is not compiling I keep getting Unexpected symbol '(' expecting ....

 using UnityEngine;
 using System.Collections;
 
 public class Block_DestroyCollision : MonoBehaviour 
 {
     // Use this for initialization
     void Start () 
     {
 
     }
 
     // Update is called once per frame
     void Update () 
     {
         if (Input.GetKey (KeyCode.Space)) 
         {
             var playerObject = GameObject.Find ("MainPlayer");
             Vector2 playerPos = playerObject.transform.position;
             //Debug.Log (playerPos);// display position of player (x,y) on console.
             var blockObject = GameObject.Find ("blocks1_3");
             Vector2 blockPos = blockObject.transform.position;
             float PlayerDistancex;
             PlayerDistancex = Vector2.Distance (playerPos, blockPos);
             //Debug.Log (PlayerDistancex); // display absolute value distance from block on console.
             if (PlayerDistancex < 3)
             {
                 Destroy (GetComponent<BoxCollider2D>());
                 Delay ();
             }
             
                 
         }
     }
     public static void Delay ()
     {
         yield WaitForSeconds (10);
         gameObject.AddComponent("BoxCollider2D");
     }
 }
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Answer by aldonaletto · Dec 25, 2013 at 05:33 PM

The way you've written works in JS, but in C# it must be:

 yield return new WaitForSeconds(10);

But there are other errors that will drive you nuts! WaitForSeconds only pauses coroutines, thus Delay can't be a regular function; the code will be executed while space is pressed, thus you will get null reference errors after the first time (GetComponent will return null after the box collider has been destroyed). Basically, this code could be re-written like this:

 using UnityEngine;
 using System.Collections;
  
 public class Block_DestroyCollision : MonoBehaviour 
 {
 
     GameObject playerObject; // find the player only once
     GameObject blockObject; // find the block only once
 
     void Update () 
     {
        // don't run this code while Delay is executing:
        if (Input.GetKey(KeyCode.Space) && !waiting) 
        {
          if (!playerObject) playerObject = GameObject.Find ("MainPlayer");
          Vector2 playerPos = playerObject.transform.position;
          //Debug.Log (playerPos);// display position of player (x,y) on console.
          if (!blockObject) blockObject = GameObject.Find ("blocks1_3");
          Vector2 blockPos = blockObject.transform.position;
          float PlayerDistancex;
          PlayerDistancex = Vector2.Distance (playerPos, blockPos);
          //Debug.Log (PlayerDistancex); // display absolute value distance from block on console.
          if (PlayerDistancex < 3)
          {
            Destroy (GetComponent<BoxCollider2D>());
            StartCoroutine(Delay ());
          }
        }
     }
 
     bool waiting; // tells whether the delay is running
 
     IEnumerator Delay ()
     {
        waiting = true; // Delay started
        yield return new WaitForSeconds (10);
        gameObject.AddComponent("BoxCollider2D");
        waiting = false; // Delay ended
     }
 }
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avatar image Optiknights · Dec 25, 2013 at 06:15 PM 0
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Awesome thank you! What is the purpose of waiting = true and waiting = false?

avatar image aldonaletto · Dec 25, 2013 at 10:30 PM 0
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Unlike regular functions, a coroutine runs "in parallel": StartCoroutine returns immediately, but the coroutine keeps running silently. waiting is set when Delay starts and cleared when Delay ends, thus you can avoid calling Delay again until its completion by checking waiting, what's done in the first if

avatar image Optiknights · Dec 25, 2013 at 11:59 PM 0
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Thanks so much!

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