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WaitForSeconds firing immediately

I'm trying to set up a dash ability that updates the player velocity, waits a set amount of time ( dashTime ) and then sets the canDash to false for another set amount of time ( dashCooldown ).

However the waitForSeconds don't seem to be working as the canDash bool only remains false for a split second before switching back to true.

PlayerAbilities.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerAbilities : MonoBehaviour
{
    // Scripts & Data
    [SerializeField] PlayerController s_PC;
    internal PlayerData pd = new PlayerData();

    private void Awake() {
        pd.canDash = true;
    }

    // Dash
    internal IEnumerator Dash()
    {
        pd.CanDash = false;
        Debug.Log("dash, dash baby");
        // Perform dash and update canDash
        s_PC.rb2d.velocity = s_PC.s_PlayerMovement.moveInput * pd.dashSpeed;
        yield return new WaitForSeconds(pd.dashTime); // Wait set time for dash to happen
        s_PC.UpdateState(PlayerController.State.Normal); // Change state back to normal

        // Cooldown dash
        yield return new WaitForSeconds(pd.dashCooldown); // Cooldown dash

        pd.CanDash = true;
    }
}

PlayerController.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
    // Scripts & Data
    [SerializeField] internal PlayerAbilities s_PlayerAbilities;
    [SerializeField] internal PlayerInput s_PlayerInput;
    internal PlayerData pd = new PlayerData();

    // Update is called once per frame
    private void FixedUpdate()
    {
        // Check if user has control of player
        if (pd.canControlPlayer)
        {
            // Update player state
            switch (playerState)
            {
                case State.Normal:
                    s_PlayerMovement.Move();
                    break;
                case State.Dash:
                    StartCoroutine(s_PlayerAbilities.Dash());
                    break;
                case State.DodgeRoll:
                    StartCoroutine(s_PlayerAbilities.DodgeRoll());
                    break;
            }
        }
    }
}

PlayerData.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

[Serializable]
public class PlayerData
{
    // Dash
    internal float dashSpeed = 50f;
    internal float dashTime = 0.2f;
    internal float dashCooldown = 5f;
    internal bool canDash = true;
    
    internal bool CanDash {
        get { return canDash; }
        set { canDash = value; }
    }
}

PlayerInput.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerInput : MonoBehaviour
{
    // Scripts & Data
    [SerializeField] PlayerController s_PC;
    internal PlayerData pd = new PlayerData();

    // Input Actions
    internal PlayerInputActions playerInputActions;

    private void Awake() {
        // Define new player input
        playerInputActions = new PlayerInputActions();
    }

    private void Update()
    {
        // Check if player state is normal
        if (s_PC.playerState == PlayerController.State.Normal)
        {
            // Check for button presses
            if (playerInputActions.Movement.DodgeRoll.triggered)
                s_PC.UpdateState(PlayerController.State.DodgeRoll);
        }

    }
}

The code is so unnecessarily complicated, you're just making one of a zillion simple mistakes somewhere

Follow normal debugging.

To begin with change this

yield return new WaitForSeconds(pd.dashCooldown); 

to this

Debug.Log("test with number");
yield return new WaitForSeconds(20f);
Debug.Log("tested with number"); 

and go from there.

BTW there's something completely wrong at FixedUpdate() . For some reason you're call Dash (and others) every frame . That seems totally wrong. You'd call that sort of thing once on key down.

ALSO:

You've probably suffered this Gotchya:

https://stackoverflow.com/a/35166004/294884

due to all the bizarre variables.

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