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Stuck while solving a Coroutine problem
Hey guys, I’ve been stuck on this problem for almost two days, and I can’t seem to be able to figure it out on my own, so I would really appreciate your help. First of all, here’s my code.
function Update ()
{
if ((takeTurns.machineTurn == true)&&(takeTurns.playerTurn == false))
JustACoroutine();
}
function JustACoroutine()
{
yield WaitForSeconds(5);
for (var f = 0; f <50; f++)
{
for (var w = 0; w < 50; w++)
{
if (createBricks.globalArray[w,f,0] != null)
{
if(createBricks.globalArray[w,f,0].gameObject.GetComponent(Rigidbody) != null)
{
Destroy(createBricks.globalArray[w,f,0].gameObject);
}
}
}
}
allMurdered = true;
}
The problem is, allMurdered remains true indefinitely. That is, long after takeTurns.playerTurn had been switched to true and takeTurns.machineTurn to false. Here’s the bit of code that does that:
function LookForClicks()
{
if (createBricks.turnClicks == 4)
{
playerTurn = false;
machineTurn = true;
createBricks.turnClicks = 0;
yield WaitForSeconds(6);
murderer.allMurdered = false;
playerTurn = true;
machineTurn = false;
}
}
I believe that the problem lies in having two coroutines running simultaneously, but then I don’t understand them very well and can’t quite put my hand on the flawed part.
Again, any help at all very appreciated.
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