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Question by
sourav13 · Sep 02, 2016 at 10:24 AM ·
coroutineinvokerepeating
Coroutine in place of InvokeRepeating in need of start at time parameter
IEnumerator SendSpriteForward(int no, Coroutine n,int prevhighestorderInlayer)
{
while (true) {
StopCoroutine (n);
for (int i = 0; i < gameObjectsContainer.transform.childCount; i++) {
gameObjectsContainer.GetChild (i).transform.GetChild (no).GetComponent<SpriteRenderer> ().sortingOrder = gameObjectsContainer.GetChild (i).transform.GetChild (prevhighestorderInlayer).GetComponent<SpriteRenderer> ().sortingOrder + 1;
}
n = StartCoroutine (GenericCoroutine (no, 0));
yield return new WaitForSeconds (6);
}
}
I need to call this coroutine in start method at different times .
In start Method i want to call them as such
StartCoroutine(SendSpriteForward(5,one,0)); //start this call at 6 second
StartCoroutine(SendSpriteForward(4,two,5)); // this at 7
StartCoroutine(SendSpriteForward(3,three,4));//8
StartCoroutine(SendSpriteForward(2,four,3));//9
StartCoroutine(SendSpriteForward(1,five,2));//10
StartCoroutine(SendSpriteForward(0,six,1));//11
and so . The Repeating functionality has been attained but the start time i need to. Thank you.
Comment
Best Answer
Answer by etaxi341 · Sep 02, 2016 at 10:33 AM
You could start a coroutine in your Start method like this
void Start()
{
StartCoroutine(SpriteSwaps());
}
IEnumerator SpriteSwaps()
{
return yield WaitForSeconds(6f);
StartCoroutine(SendSpriteForward(5,one,0));
return yield WaitForSeconds(1f);
...
}
So this Coroutine "SpriteSwaps" gets called in your Start ant then waits until the next sprite has to be set.
Thank you very much . Nothing can be more clear than this although now i have a coroutine , inside a coroutine , which is yet inside another coroutine , yippee something like Inception haha .
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