In the code below, I have a cycle for enemies appearing and disappearing.
IEnumerator EnemyCycle() {
while (isRepeating)
{
for (int j = 0; j < enemies.Length; j++) {
canStartUpdatingReset = true;
Enemy currentEnemy = enemies [j];
var _myMaterial = currentEnemy.GetComponent().material;
var _currentFade = StartCoroutine(FadeToForEnemy(_myMaterial, 0f, fTime, currentEnemy.gameObject, false));
coroutinesToStop.Add(_currentFade);
if (currentEnemy.hasWeapon) {
weaponCycleCoroutines.Add(StartCoroutine(FadeToForWeapon(currentEnemy.weapon.GetComponent().material, 0f, fadeTime, currentEnemy.weapon, false)));
}
}
yield return new WaitForSeconds (hideTime);
for (int j = 0; j < enemies.Length; j++) {
Enemy currentEnemy = enemies [j];
var _myMaterial = currentEnemy.GetComponent().material;
var _currentFade = StartCoroutine(FadeToForEnemy(_myMaterial, 1f, fTime, currentEnemy.gameObject, true));
coroutinesToStop.Add(_currentFade);
if (currentEnemy.hasWeapon) {
weaponCycleCoroutines.Add(StartCoroutine(FadeToForWeapon(currentEnemy.weapon.GetComponent().material, 1f, fadeTime, currentEnemy.weapon, true)));
}
yield return new WaitForSeconds (showTime);
}
}
}
I have an enemyCycleDuration
float
which is
enemyCycleDuration = 60*(hideTime + fadeTime + showTime + fadeTime)
Note that fadeTime
comes from FadeToForWeapon
and FadeToForEnemy
. The idea here is I want the enemyCycleDuration
to be run in parallel to EnemyCycle()
so it is reset (please see code below) at the same time that
yield return new WaitForSeconds (showTime);
is reached in the EnemyCycle()
.
I am resetting enemyCycleDuration
in the following way in the update
method but EnemyCycle()
seems to be ahead of enemyCycleDuration
, always completing before enemyCycleDuration
is reset. How can I get both to run parallel to each other in timing and complete at the same time?
if (canStartUpdatingReset) {
timeElapsed +=1;
if(timeElapsed >= enemyCycleDuration) {
timeElapsed = 0;
Debug.Log ("Reset CycleDuration");
}
}
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