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Question by ben2512 · Jul 06, 2016 at 07:29 PM · for loop

for loop not working

Hello, I don't know why my loop isn't working :( I think it should run ten times:

 var timer: float = 0.5; // set duration time in seconds in the Inspector
 function Update()
 { for (var i = 1; i < 10; Debug.Log("Wolfi") ){
     i = i + 1;
             timer -= Time.deltaTime; // I need timer which from a particular time goes to zero
      
             if (timer > 0)
             {} 
             else // timer is <= 0
             {
                 if (gameObject.active)
                 {gameObject.SetActive(false);}
                 else {gameObject.SetActive(true);}
             }
         }}

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avatar image Hellium · Jul 05, 2016 at 07:14 PM 0
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What are you trying to do exactly ?

Your loop will be executed **each frame**and won't wait 0.5 seconds before enabling / disabling your object.

avatar image ben2512 Hellium · Jul 05, 2016 at 07:18 PM 0
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I want to turn the lights on a police car on and off, and for now I would like one light to stay on for 0.5 secs, then turn off and that in and endless loop.

avatar image ben2512 Hellium · Jul 05, 2016 at 07:22 PM 0
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Addition: my final aim is for an endless loop, a 10 times loop would be ok for the start :)

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Answer by Jessespike · Jul 06, 2016 at 08:13 PM

Remove the for-loop from Update. Do you really want a for-loop loop running 10 times every frame?

Add a reference of a GameObject to enable/disable, because disabling the GameObject will also stop the script from Updating,

Try something like this instead. Make the siren/light a child GameObject and place this script on the parent.

  • ParentGameObject (place script here)
    • ChildGameObject (light)

.


  var timer: float = 0.5; // set duration time in seconds in the Inspector
 
  public var targetObject : GameObject; // a child GameObject
  private var elapsedTime : float = 0.0f;
  
 function Update()
 { 
     elapsedTime += Time.deltaTime;
     if (elapsedTime > timer) {
         targetObject.SetActive(!targetObject.active);
         elapsedTime = elapsedTime % timer;
     } 
 } 
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