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Question by CorruptedStudiosEnt · Sep 30, 2018 at 07:05 PM · spritespritesspriterenderer

Sprites being skipped in sprite change script

I tried asking this once and got no replies, but I still can't get it working properly. Each instance of the prefab in question has a copy of this script on it, but they seem to be interfering with each other anyway. It skips to dmgSprite2 and dmgSprite3 really frequently, only maybe 1 in 4 buildings performs as it should, going down the line of sprites appropriately. Can someone explain to me what is happening to cause this? I tried playing with coroutines and multiple loop iterations and nothing is fixing the issue.

  void OnCollisionStay2D(Collision2D collision)
     {
         if (Input.GetKeyDown(KeyCode.Space)) //If space is pressed..
         {
             while(collision.gameObject.name == ("Player")) //While Player is colliding..
             {
                 BlowUp(); //Initiate sprite change.
                 Debug.Log("Blow Up");
                 return;
             }
         }        
     }
  
 
     
     void BlowUp()
     {
         if (spriteRenderer.sprite == mainSprite) //If the sprite is mainSprite..
         {
                 spriteRenderer.sprite = dmgSprite; //Change to dmgSprite.
                 Debug.Log("Check 1");
         }
         
         else if (spriteRenderer.sprite == dmgSprite) //If the sprite is dmgSprite..
         {
                 spriteRenderer.sprite = dmgSprite2; //Change to dmgSprite2.
                 Debug.Log("Check 2");
         }
         
         else if (spriteRenderer.sprite == dmgSprite2) //If the sprite is dmgSprite2..
         {
                 spriteRenderer.sprite = dmgSprite3; //Change to dmgSprite3.
                 Debug.Log("Check 3");
         }
     }
 }


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