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Question by chelupars · Aug 09, 2015 at 04:07 PM · coroutinelightlerp

Lerp a light intensity gradually to 0

I used this code until now to make a light dim to zero and back to 3 on the same button press. Now it does not stay at 0 but repeats the coroutine on every press. I know there is a better way to do this but haven't figured it out yet.

 public Light light;
     bool y;
     IEnumerator ScaleX1(float start, float end, float time)
     {
         float lastTime = Time.realtimeSinceStartup;
         float timer = 0.0f;
 
         while (timer < time)
         {
             light.intensity = Mathf.Lerp(start, end, timer / time);
             timer += (Time.realtimeSinceStartup - lastTime);
             lastTime = Time.realtimeSinceStartup;
             yield return null;
         }
         light.intensity = end;
     }
 
     void Start()            // =====START====
     {
         y = true;
     }
 
     void Update()            // ====UPDATE=====
     {
         if (Input.GetKeyDown(KeyCode.Q) && y == true)
         {
             StartCoroutine(ScaleX1(3.0f, 0.0f, 0.25f));
             y = false;
         }
         if (Input.GetKeyDown(KeyCode.Q) && y == false)
         {
             StartCoroutine(ScaleX1(0.0f, 3.0f, 0.25f));
             y = true;
         }
         print(y);
     }
 }

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Answer by nullgobz · Aug 09, 2015 at 04:11 PM

Make it an else-if

 void Update()            // ====UPDATE=====
      {
          if (Input.GetKeyDown(KeyCode.Q) && y == true)
          {
              StartCoroutine(ScaleX1(3.0f, 0.0f, 0.25f));
              y = false;
          }
          else if (Input.GetKeyDown(KeyCode.Q) && y == false)
          {
              StartCoroutine(ScaleX1(0.0f, 3.0f, 0.25f));
              y = true;
          }
          print(y);
      }
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avatar image chelupars · Aug 10, 2015 at 10:51 AM 0
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Thank you! that did it.

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