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Question by boxing_rex · Mar 13, 2014 at 06:34 PM · c#delay

Delaying a c# funtion

I have been trying for hours to try and add delay between my script sending damage to the player, at the moment it will kill the player almost instantly, whereas I would like it to have delay between taking damage. Is there a simple way of doing this in c# ?

Here's my player damage script:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerDamage : MonoBehaviour {
 
     public int damage = 10;
 
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 
     void OnCollisionEnter2D(Collision2D col){
         col.gameObject.BroadcastMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
     }
 
 }
 
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Answer by stevethorne · Mar 13, 2014 at 06:43 PM

Add a cooldown for when you can take damage:

 using UnityEngine;
 using System.Collections;
  
 public class PlayerDamage : MonoBehaviour {
  
     public float damageCooldown = 5.0f; // cooldown time
     private float cooldownTimer = 0.0f;
     public int damage = 10;
  
     void Start () {
  
     }
  
     // Update is called once per frame
     void Update () {
         cooldownTimer -= Time.deltaTime;
     }
  
     void OnCollisionEnter2D(Collision2D col){
        if ( cooldownTimer <= 0 )
        {
            col.gameObject.BroadcastMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
            cooldownTimer = damageCooldown;
        }
     }
  
 }
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Answer by Jeremy2300 · Mar 13, 2014 at 06:45 PM

Try using coroutines, for example:

 void OnCollisionEnter2D(Collision2D col)
 {
      StartCoroutine( DamageDelay( col ) );
 }
 
 IEnumerator DamageDelay( Collision2D col )
 {
      yield return new WaitForSeconds( 1.0f );
      col.gameObject.BroadcastMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
 }


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