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Question by DrLlamastein · Apr 23, 2017 at 10:27 AM · imageienumeratorstartcoroutine

Flash Image once

I need to get an image in my game to quickly flash on the screen. I've done this so far:

  IEnumerator BlinkNukeIcon(float delayInSecs) {
      nukeIcon.color = Color.white;
      yield return new WaitForSeconds(delayInSecs);
      nukeIcon.color = Color.clear;
  }

but when I StartCorountine it then the image just appears and never disappears again.

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Answer by Oscar-Bear · Apr 23, 2017 at 11:24 AM

Maybe this helps?

     private Renderer nukeIcon;
     public bool bom;
 
     void Start ()
     {
         nukeIcon = GetComponent<Renderer>();
     }
 
     void Update ()
     {
         if (bom) 
         {
             StartCoroutine(BlinkNukeIcon(2.0f));
          }
     }
 
     IEnumerator BlinkNukeIcon(float delayInSecs) 
     {
       nukeIcon.enabled = true;
       yield return new WaitForSeconds(delayInSecs);
       nukeIcon.enabled = false;
       bom = false;
     }

Make sure to set your sprite to false as default.

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avatar image DrLlamastein · Apr 23, 2017 at 11:44 AM 0
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Nope, that wont even show the image.

avatar image Oscar-Bear · Apr 23, 2017 at 12:52 PM 0
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Hmmm strange, it works for me. Anyway this is another way of doing:

  1. In Unity go to: GameObject > UI > Image. (This will create an image under a Canvas and a EventSystem)

  2. On the GameObject Image u just created, go to the Image component, under Source Image select the image u want to display.

  3. Change the position of the image to the position where u want to display it.

  4. Add this: ShowImage script to the image:

    using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

    public class ShowImage : $$anonymous$$onoBehaviour { public bool showNukeImage = false; private Image myImage;

      void Start ()
         {
             myImage = GetComponent<Image>();
             myImage.enabled = false;
         }
     
         void Update ()
         {
             if (showNukeImage) 
             {
                 StartCoroutine(BlinkNukeIcon(2.0f));
              }
         }
     
         IEnumerator BlinkNukeIcon(float delayInSecs) 
         {
             myImage.enabled = true;
             yield return new WaitForSeconds(delayInSecs);
             myImage.enabled = false;
             showNukeImage = false;
         }
     }
    
    
  5. Press play

  6. Now toggle the Show Nuke Image field on the ShowImage Component to true and see what happens.

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