Hi guys,
I’m just getting a handle on CoRoutines and I can’t seem to get this to work: I am trying to have a coroutine run for 3 seconds which works, but then I want it to call subSpawn(). I’m not sure how to work around this, please help.
IEnumerator StaringTimer(float num, bool ray){
timerStarted = true;
for (int i = 0; i <= num; i++){
if (rayScript.rayHit == ray){
yield return new WaitForSeconds(1);
print ("waited" + i);
}
else{
print(ray);
print("fail");
timerStarted = false;
return false;
}
}
SubSpawn(ray);
print("alldoneher");
timerStarted = false;
}
public void SubSpawn(bool rayHit){
if (rayHit == true){
newSubtitle = (GameObject) Instantiate(subtitlePrefab, player.transform.position, player.transform.rotation);
print ("Intant");
layerScript = newSubtitle.GetComponent<SubtitleLayers>();
StartCoroutine(newSubtitle.GetComponent<FadeSubtitle>().coroutOpaq);
print ("corot opaq");
}
else{
StartCoroutine(newSubtitle.GetComponent<FadeSubtitle>().coroutTrans);
print ("FadeDown");
}
}
Thank you in advance