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Question by qwijnhard · Jan 12, 2016 at 04:50 PM · loops

Enumerator in for loop acting strangely

Hiya, i'm trying to make it so that a random orb gets selected, after which the ID of the orb gets stored in an array untill the specified number of orbs get stored. However when i use this snippet, here's what happens:

All selected orbs light up and the same time instead of in a sequence
all lit up orbs stay on as specified by the first yield waitforseconds
too many orbs get selected (diffMult = 2, Difficulty =0, seQuenceSize =4)

This leads me to believe that the for loop runs all iterations of the enumerator alongside eachother... Any ideas on how i can get it to run each after the previous one has finished?

 public void StartSequence()
 {
     //how big a sequence is
     diffMult *= difficulty;
     sequenceSize += diffMult;
     //sets the lengths of int[] randomSequence
     randomSequence = new int[sequenceSize];
     
     //chooses object i, then fills randSequence in for which item was chosen, then sets chosen object.chosen to true for a time, then sets it back to false.
     for (int i = 0; i < sequenceSize; i++)
     {
         var randDot = (int)Random.Range(0, 5);
         randomSequence[i] = randDot;

         StartCoroutine(Sequence(randDot));
     }
 }

 IEnumerator Sequence(int randDot)
 {
         dots[randDot].GetComponent<ExampleDotScript>().chosen = true;
         yield return new WaitForSeconds(1.5f);
         dots[randDot].GetComponent<ExampleDotScript>().chosen = false;
         yield return new WaitForSeconds(1.0f);
         Debug.Log("dot chosen");
 }
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Answer by vintar · Jan 12, 2016 at 08:42 PM

Yes, you are correct in assuming that they are running alongside each other, you could try something like this (not tested) :

 public IEnumerator StartSequence()
 {
       //how big a sequence is
       diffMult *= difficulty;
       sequenceSize += diffMult;
       //sets the lengths of int[] randomSequence
       randomSequence = new int[sequenceSize];
       int count = sequenceSize;
       while(count > 0)
       {
         yield return StartCoroutine(Sequence());
         count--;
       }
  }
 
  IEnumerator Sequence(int randDot)
  {
       var randDot = (int)Random.Range(0, 5);
       randomSequence[i] = randDot;
       dots[randDot].GetComponent<ExampleDotScript>().chosen = true;
       yield return new WaitForSeconds(1.5f);
       dots[randDot].GetComponent<ExampleDotScript>().chosen = false;
       yield return new WaitForSeconds(1.0f);
       Debug.Log("dot chosen");
  }
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