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Question by maxall434 · Apr 04, 2020 at 11:58 AM · 2dtilemap

Slowly destroying Tilemap

I'm trying to slowly destroy the tiles in a tilemap. Is there a way to wait 1 second after every iteration of this foreach loop?

code:

 public List tileWorldLocations;
 void Start(){
  
 StartCoroutine(TestCo());
  
 }
  
 IEnumerator TestCo() {
  
 Debug.Log("TestCo");
  
 tileWorldLocations = new List<Vector3>();
  
 foreach (var pos in tilemap.cellBounds.allPositionsWithin)
  
 {
  
 Vector3Int localPlace = new Vector3Int(pos.x, pos.y, pos.z);
  
 Vector3 place = tilemap.CellToWorld(localPlace);
  
 tilemap.SetTile(localPlace, null); // Removes all tiles
  
 if (tilemap.HasTile(localPlace))
  
 {
  
 tileWorldLocations.Add(place);
  
 }
  
 yield return new WaitForSeconds(1);
  
 }
  
  
  
 print(tileWorldLocations);
  
 }
  
 }



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Answer by tormentoarmagedoom · Apr 04, 2020 at 12:05 PM

Hello.

I did not read the code, but for your question, i understand do not know what COROUTINES are! You ned to learn them, its very very simple and easy. (100% recoomend spend next 15 minutes learning and trying to use it, no need more time)

A corutine is a function, that have a yield command on it, this means, the code stops when reach the yield command.

It can wait 1 frame, or some specific time.

For your example, you yould have a code like:

 IEnumerator DestroyingTiles()
 {    
     foreach(tile found you want to destroy)
     {
     Destroy();
     yield return new WaitForSeconds(1);
     }    
 }

With this structure, when you call the corutine with

 StartCoroutine(DestroyingTiles());

The code will find the first tile, destroy it, and wait 1 second, before continue with the second tile, then wait again, continue with the 3rd, etc...

Go investigate, in less than 1 hour you will be a corutines expert!! :D

BYEE!

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avatar image maxall434 · Apr 04, 2020 at 03:17 PM 0
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I'm already using a coroutine it's just that for some reason the coroutine is not going into the foreach loop

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