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Question by bradarnott · Dec 05, 2016 at 06:09 PM · c#coroutinegetcomponentoncollisionenterienumerator

Powerup issue - Speed

Hi All,

I am currently making a speed powerup for a game, which I'm mainly struggling with resetting the value back to its original. It is mainly due to the fact that I need to access the speed variable from another script, as i want to say: On collision of this object -> increase speed -> wait for 5 seconds -> speed is set back to original. Some help would be great! Thankyou.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class SpeedPowerup : MonoBehaviour {
 
     public float fasterSpeed;
     public bool isFaster = false;
     public float f = 100;
 
     public void OnTriggerEnter(Collider other) {
 
         if (other.tag == "Player") {
             isFaster = true;
             Debug.Log ("Speed Powerup");
             PlayerMovement theSpeed = other.gameObject.GetComponent<PlayerMovement> ();
             theSpeed.speed = fasterSpeed;
             StartCoroutine (WaitTime ());
         }
     }
 
     public IEnumerator WaitTime() {
         yield return new WaitForSeconds (5);
         isFaster = false;
     }
 }
 
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Answer by roman_sedition · Dec 05, 2016 at 11:06 PM

@bradarnott

What you needed for your coroutine to work was a reference to your PlayerMovement

     public void OnTriggerEnter(Collider other) 
     {
 
         if (other.tag == "Player") {
             isFaster = true;
             Debug.Log ("Speed Powerup");
             PlayerMovement theSpeed = other.gameObject.GetComponent<PlayerMovement> ();
             theSpeed.speed = fasterSpeed;
             StartCoroutine ("WaitTime", theSpeed);
         }
     }
 
 
     public IEnumerator WaitTime(PlayerMovement playerSpeed) 
     {
         yield return new WaitForSeconds (5);
         isFaster = false;
         playerSpeed.speed =100;
     }
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avatar image bradarnott · Dec 06, 2016 at 07:23 PM 0
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@roman_sedition thankyou for the reply! Below is the full length of my code, I understand what you have done, However how do I reset the value is "theSpeed.speed". Ideally in the Coroutine I want to set "theSpeed.speed = 100". This is what I'm struggling with

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class SpeedPowerup : $$anonymous$$onoBehaviour {
 
     public float fasterSpeed;
     public bool isFaster = false;
 
     public void OnTriggerEnter(Collider other) {
 
         if (other.tag == "Player") {
             isFaster = true;
             Debug.Log ("Speed Powerup");
             Player$$anonymous$$ovement theSpeed = other.gameObject.GetComponent<Player$$anonymous$$ovement> ();
             theSpeed.speed = fasterSpeed;
             StartCoroutine ("WaitTime", theSpeed);
         }
     }
 
     public IEnumerator WaitTime(Player$$anonymous$$ovement playerSpeed) {
         yield return new WaitForSeconds (5);
         isFaster = false;
     }
 }
 
avatar image roman_sedition bradarnott · Dec 07, 2016 at 12:29 AM 0
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Put playerSpeed.speed = 100; in your coroutine.

avatar image bradarnott roman_sedition · Dec 07, 2016 at 08:36 AM 0
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I swear I did this! Thankyou for the help!

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