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Question by nbarrett123 · Sep 09, 2016 at 04:21 PM · coroutinelerpui image

Trying to Lerp a fill amount according to a countdown coroutine

Hi there.

I have a countdown coroutine for a 5-second shield element in my game:

 IEnumerator Flash()
     {
         countDown = 5f;
         invincible = true;
         shieldRotator.shieldAppear = true;
 
         while (true)
         {
             Debug.Log(" count: " + countDown);
             yield return new WaitForSeconds(1);
             countDown -= 1f;
 
             if (countDown == 0)
             {
                 shieldRotator.shieldAppear = false;
                 invincible = false;
                 yield break;
             }
         }
     }

I then have a script on a UI image which reduces the fill of a bar from 1 to 0 depending on this count:

 void FixedUpdate()
     {
         HandleBar();
     }
 
     void HandleBar()
     {
         content.fillAmount = PlayerController.countDown / 5f;
     }

How can I Lerp the fill amount so it doesn't jump from 1 to 0.8 to 0.6 to 0.4 to 0.2 to 0?

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Answer by Jessespike · Sep 09, 2016 at 04:36 PM

It's skipping because it's instructed to wait for a whole second.

 yield return new WaitForSeconds(1);
 countDown -= 1f;

Try this instead:

 IEnumerator Flash()
 {
     countDown = 5f;
     invincible = true;
     shieldRotator.shieldAppear = true;
     
     while (countDown > 0f)
     {
         Debug.Log(" count: " + countDown);
         yield return new WaitForEndOfFrame();
         countDown -= Time.deltaTime;;
     }
     
     countDown = 0f;
     invincible = false;
     shieldRotator.shieldAppear = false;
     yield return null;
 }
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avatar image nbarrett123 · Sep 09, 2016 at 05:30 PM 0
Share

Thank you very much.

I had a little play with what you provided and below is the solution. Thanks again.

 IEnumerator Flash()
     {
         countDown = 5f;
         invincible = true;
         shieldRotator.shieldAppear = true;
 
         while (true)
         {
             yield return new WaitForEndOfFrame();
             countDown -= Time.deltaTime;
 
             if (countDown <= 0)
             {
                 shieldRotator.shieldAppear = false;
                 invincible = false;
                 yield break;
             }
         }
     }

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