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Question by Haeder2132 · Aug 05, 2017 at 02:39 PM · c#scenestartcoroutinegameoverienumerable

Why the StartCoroutine(GameOver()); don't work

Why the StartCoroutine(GameOver()); don't work my code using System.Collections; using System.Collections.Generic; using UnityEngine.SceneManagement; using UnityEngine.UI; using UnityEngine;

public class P_Collide : MonoBehaviour {

 public int Moneys;
 public GameObject MoneyUI;
 public static int health = 3;
 public AudioClip CollectMoney;
 public AudioClip pain;

 // Update is called once per frame
 void Update () {
     if (health <= 0)
     {
         StartCoroutine(GameOver());
     }
 }
 private void OnTriggerEnter2D(Collider2D trig)
 {
     if (trig.gameObject.tag == "Money")
     {
         GetComponent<AudioSource>().PlayOneShot(CollectMoney, 0.5f);
         Moneys++;
         MoneyUI.GetComponent<Text>().text = (Moneys.ToString());
         Destroy(trig.gameObject);
     }
     if (trig.gameObject.tag == "log")
     {
         TakeDamage();
     }
 }

 void TakeDamage()
 {
     GetComponent<AudioSource>().PlayOneShot(pain, 0.5f);
     health--;
 }

 IEnumerable GameOver ()
 {
     yield return new WaitForSeconds(1.0f);
     SceneManager.LoadScene("Main");
     yield return null;
 }

}

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Answer by Komayo · Aug 05, 2017 at 03:07 PM

Also note:

IEnumerator GameOver() { // code here }

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avatar image Haeder2132 · Aug 05, 2017 at 03:34 PM 0
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not work i had a error on GameOver() after the IEnumerator

avatar image Komayo · Aug 05, 2017 at 04:31 PM 0
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Dunno if space before the () makes the error happen, i am away from ID$$anonymous$$

Please check if you have GameOver() or GameOver (), first is the right one.

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Answer by Header-Mohammed · Aug 11, 2017 at 06:50 AM

i have now this error it is same this proplem with a another proplem in float

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

public class Opject_Sp : MonoBehaviour {

 public GameObject Player;
 public GameObject Money;

 public GameObject BigTree;
 public GameObject[] Rocks;
 public GameObject[] debrees;

 private float MoneyTimer = 2.0f;
 private float RockTimer = 2.0f;
 private float BigTreeTimer *5.0f*; ******************
 
 // Update is called once per frame
 void Update () {
     MoneyTimer -= Time.deltaTime;
     RockTimer -= Time.deltaTime;
     BigTreeTimer -= Time.deltaTime;

     if (MoneyTimer < 0)
     {
         SpawnMoney();
     }
     if (RockTimer < 0)
     {
         SpawnRock();
     }
     if (BigTreeTimer < 0)
     {
         StartCoroutine(*SpawnBigTree()*);*********
     }
 }

 void SpawnMoney ()
 {
     GameObject Mon = Instantiate(Money, new Vector2 (Random.Range(-6.47f, 6.62f), 6),Quaternion.identity)as GameObject;
     MoneyTimer = Random.Range(0.5f, 2.5f);
 }
 
 void SpawnRock ()
 {
     GameObject Roc = Instantiate(Rocks[(Random.Range(0, Rocks.Length))], new Vector2(Random.Range( -7f, 7f), 10), Quaternion.identity) as GameObject;
     RockTimer = Random.Range(0.5f, 2.5f);
     Roc.GetComponent<Rigidbody2D>().gravityScale = Random.Range(1, 3);
 }
 IEnumerable SpawnBigTree()
 {
     BigTreeTimer = 1000;
     Vector2 spawnSpot;
     int debreeTimer = (Random.Range(20, 30));
     int spawnOnPlayerPer = (Random.Range(0, 100));
     if (spawnOnPlayerPer < 50)
     {
         spawnSpot = new Vector2(Random.Range(-7f, 7f), 20);
     }
     else
     {
         spawnSpot = new Vector2(Player.transform.position.x, 20);
     }
     while (debreeTimer > 0)
     {
         debreeTimer--;
         float t = Random.Range(0.005f, 0.1f);
         yield return new WaitForSeconds(t);
         Debug.Log("Spawned");
         GameObject debree = Instantiate(debrees[(Random.Range(0, debrees.Length))], new Vector2(spawnSpot.x + Random.Range(-1.0f, 1.0f), spawnSpot.y - 10), Quaternion.identity) as GameObject;
         yield return new WaitForSeconds(1);
         Instantiate(BigTree, spawnSpot, Quaternion.identity);
         BigTreeTimer = Random.Range(15.0f, 45.0f);
     }
     Debug.Log("Complete");
     yield return new WaitForSeconds(1);
     Instantiate(BigTree, spawnSpot, Quaternion.identity);
     BigTreeTimer = Random.Range(15.0f, 45.0f);
 }

}

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Answer by Alyousef · Aug 08, 2017 at 03:06 PM

public GameObject Player; public GameObject Money;

 public GameObject BigTree;
 public GameObject[] Rocks;
 public GameObject[] debrees;

 private float MoneyTimer = 2.0f;
 private float RockTimer = 2.0f;
 private float BigTreeTimer 5.0f;
 
 // Update is called once per frame
 void Update () {
     MoneyTimer -= Time.deltaTime;
     RockTimer -= Time.deltaTime;
     BigTreeTimer -= Time.deltaTime;

     if (MoneyTimer < 0)
     {
         SpawnMoney();
     }
     if (RockTimer < 0)
     {
         SpawnRock();
     }
     if (BigTreeTimer < 0)
     {
         StartCoroutine(SpawnBigTree());
     }
 }

 void SpawnMoney ()
 {
     GameObject Mon = Instantiate(Money, new Vector2 (Random.Range(-6.47f, 6.62f), 6),Quaternion.identity)as GameObject;
     MoneyTimer = Random.Range(0.5f, 2.5f);
 }
 
 void SpawnRock ()
 {
     GameObject Roc = Instantiate(Rocks[(Random.Range(0, Rocks.Length))], new Vector2(Random.Range( -7f, 7f), 10), Quaternion.identity) as GameObject;
     RockTimer = Random.Range(0.5f, 2.5f);
     Roc.GetComponent<Rigidbody2D>().gravityScale = Random.Range(1, 3);
 }
 IEnumerable SpawnBigTree()
 {
     BigTreeTimer = 1000;
     Vector2 spawnSpot;
     int debreeTimer = (Random.Range(20, 30));
     int spawnOnPlayerPer = (Random.Range(0, 100));
     if (spawnOnPlayerPer < 50)
     {
         spawnSpot = new Vector2(Random.Range(-7f, 7f), 20);
     }
     else
     {
         spawnSpot = new Vector2(Player.transform.position.x, 20);
     }
     while (debreeTimer > 0)
     {
         debreeTimer--;
         float t = Random.Range(0.005f, 0.1f);
         yield return new WaitForSeconds(t);
         Debug.Log("Spawned");
         GameObject debree = Instantiate(debrees[(Random.Range(0, debrees.Length))], new Vector2(spawnSpot.x + Random.Range(-1.0f, 1.0f), spawnSpot.y - 10), Quaternion.identity) as GameObject;
         yield return new WaitForSeconds(1);
         Instantiate(BigTree, spawnSpot, Quaternion.identity);
         BigTreeTimer = Random.Range(15.0f, 45.0f);
     }
     Debug.Log("Complete");
     yield return new WaitForSeconds(1);
     Instantiate(BigTree, spawnSpot, Quaternion.identity);
     BigTreeTimer = Random.Range(15.0f, 45.0f);
 }

}

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