Tier 3
Series 200
200F: The Automated Landing
"A landing isn't an instant event; it's a sequence over time. "Lower Gear -> Wait -> Flaps -> Wait -> Touchdown." If your AI tries to do this in one frame, the physics break. A skilled Architect audits for Coroutines."
The Concept: Coroutines (IEnumerator)
A **Coroutine** allows a function to pause execution and resume later. It is essential for sequences, timers, and fading effects.
* **IEnumerator:** The return type required for a coroutine.
* **yield return:** The "Pause Button."
* **WaitForSeconds:** The timer.
* **IEnumerator:** The return type required for a coroutine.
* **yield return:** The "Pause Button."
* **WaitForSeconds:** The timer.
Red Flag Detected
The AI Trap: "The Frame Freeze"
You ask the AI: "Wait 3 seconds before respawning the player."
// AI-Generated Code: The Game Freezer
void Die() {
// Audit Fail: This freezes the ENTIRE game engine for 3 seconds.
System.Threading.Thread.Sleep(3000);
Respawn();
}
This is "Thread Blocking." The screen will freeze, audio will stutter, and the OS might think the game crashed.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Architect's Correction
Corrective Protocol
// Corrected: Smooth Timing
IEnumerator RespawnRoutine() {
// The game keeps running while this waits
yield return new WaitForSeconds(3);
Respawn();
}
void Die() {
StartCoroutine(RespawnRoutine());
}
Your Pilot Command
> A skilled Architect directs the AI to use Temporal Logic. You command: "Use a Coroutine to wait 3 seconds asynchronously."