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Question by coute · Jul 18, 2018 at 09:08 PM · coroutinefor loop

For Loop In Coroutine Help

When hit by the enemy I'm trying to have a blinking effect so i'm using this coroutine:

     private IEnumerator DamageBlink()
     {
         SkinnedMeshRenderer[] MeshRenderers = GetComponentsInChildren<SkinnedMeshRenderer>();
 
         for (int i = 0; i < 20; i++)
         {
             foreach (SkinnedMeshRenderer mesh in MeshRenderers)
             {
                 mesh.enabled = false;
             }
 
             yield return new WaitForSeconds(GameManager.Instance.BlinkTime);
 
             foreach (SkinnedMeshRenderer mesh in MeshRenderers)
             {
                 mesh.enabled = true;
             }
         }
 
         IsInvincible = false;
     }

I've been using BlinkTime in game manager to mess with the interval at run time and test it. I've used 0.0-0.5 but any value I use, the model only blinks once. If I use a high BlinkTime value, the model disappears for a long time before reappearing. I am only calling this coroutine once when the object is attacked by the enemy. It should blink twenty times but it's only doing it once.

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Answer by SpiralConDave · Jul 18, 2018 at 09:26 PM

Add a copy of the 'yield return' line after the second 'for' loop.

What's happening is enabled goes false, you wait, enabled goes true and immediately (top of loop) goes false again.

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avatar image coute · Jul 18, 2018 at 11:56 PM 0
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Ah, I totally missed that, thank you!

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