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Question by Chocolade · Dec 25, 2017 at 01:33 AM · c#scripting problemscript.

How can i color a object material color using StartCoroutine ?

It's working in general but the speed(Duration) is too fast and never the time i set in the Inspector.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ChangeScale : MonoBehaviour
 {
     public GameObject objectToScale;
     public float duration = 1f;
     public Vector3 minSize;
     public Vector3 maxSize;
 
     private bool scaleUp = false;
     private Coroutine scaleCoroutine;
 
     public Color startColor;
     public Color endColor;
     public float colorDuration; // duration in seconds
 
     private void Start()
     {
         startColor = GetComponent<Renderer>().material.color;
         endColor = Color.green;
         objectToScale.transform.localScale = minSize;
     }
 
     // Use this for initialization
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.F))
         {
             //Flip the scale direction when F key is pressed
             scaleUp = !scaleUp;
 
             //Stop old coroutine
             if (scaleCoroutine != null)
                 StopCoroutine(scaleCoroutine);
 
             //Scale  up
             if (scaleUp)
             {
                 //Start new coroutine and scale up within 5 seconds and return the coroutine reference
                 scaleCoroutine = StartCoroutine(scaleOverTime(objectToScale, maxSize, duration));
             }
 
             //Scale Down
             else
             {
                 //Start new coroutine and scale up within 5 seconds and return the coroutine reference
                 scaleCoroutine = StartCoroutine(scaleOverTime(objectToScale, minSize, duration));
             }
         }
 
         if (Input.GetKeyDown(KeyCode.C))
         {
             StartCoroutine(ChangeColor());
         }
     }
 
     IEnumerator scaleOverTime(GameObject targetObj, Vector3 toScale, float duration)
     {
         float counter = 0;
 
         //Get the current scale of the object to be scaled
         Vector3 startScaleSize = targetObj.transform.localScale;
 
         while (counter < duration)
         {
             counter += Time.deltaTime;
             targetObj.transform.localScale = Vector3.Lerp(startScaleSize, toScale, counter / duration);
             yield return null;
         }
     }
 
     IEnumerator ChangeColor()
     {
         float t = 0;
 
         while (t < colorDuration)
         {
             t += Time.deltaTime;
             GetComponent<Renderer>().material.color = Color.Lerp(startColor, endColor, t / colorDuration);
             yield return null;
         }
     }
 }
 

When i press on C i want it to change the object color with speed depending on the duration i set. In the Inspector i set the colorDuration to 0.1 or to 10 but it's not effecting it. It keep changing the color in same speed it's never 10 seconds if i set it to 10 in the Inspector.

The object i want to change it's color have some childs with Renderers so i attached ther script to some of the childs not to only one object.

Inspectir

You can see in the screenshot the object i want to color is the NAVI(Droid) And each child polySurface have a Renderer. polySurface33 and 35 and 34 they all have renderer and i attached the script to all of them also to the droid_glass and droid_eye

So in general it's working but it's not working with the colorDuration. It's never 10 seconds or never 0.1f second.

scriptc.jpg (116.5 kB)
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Best Answer

Answer by Bieere · Dec 25, 2017 at 07:36 PM

What i would recommend, is sending the material to the Coroutine, and then it can adjust the colour straight in there.

 private Material material;
 void Start()
 {
     [...]
      material = GetComponent<Renderer>().material;
 }
 
 void Update()
 {
       [...]
        if (Input.GetKeyDown(KeyCode.C))
          {
              StartCoroutine(ChangeColor(material));
          }
 }
 
 IEnumerator ChangeColor(Material toChange)
  {
      float t = 0;
 
      while (t < colorDuration)
      {
          t += Time.deltaTime;
          toChange.color = Color.Lerp(startColor, endColor, t / colorDuration);
          yield return null;
      }
  }
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