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Question by laurienash · Jun 11, 2015 at 10:12 AM · coroutinefunctionloop

Loop a function

Hi - does anyone know what I could do to loop this function, so when it gets to the end of the sequence it starts again?

 var player : GameObject = null;
 var cameraPortacabin : GameObject;
 var text26 : GameObject;
 var text27 : GameObject;
 var text28 : GameObject;
 var text29 : GameObject;
 var screen1 : GameObject;
 var screen2 : GameObject;
 
 var lastKnownState : boolean = true; // set default to false if camera starts disabled
 
 function Start () {
 
 text26.SetActive(false);
 text27.SetActive(false);
 text28.SetActive(false);
 text29.SetActive(false);
 screen1.SetActive(false);
 screen2.SetActive(false);
 
 }
 
 function Update ()
  {
     if (cameraPortacabin.active != lastKnownState)
     {
        lastKnownState = cameraPortacabin.active;
        
        if (lastKnownState) // same as if (lastKnownState == true)
           portacabinSequence();
     }
     
     if (cameraPortacabin.active == false) {
     
     StopCoroutine("portacabinSequence");
     screen2.SetActive(false);
     text29.SetActive(false);
  }
  }
 
 function portacabinSequence () {
 
 
 screen1.SetActive(true);
 text26.SetActive(true);
 
 yield WaitForSeconds (6);
 
 text26.SetActive(false);
 text27.SetActive(true);
 
 yield WaitForSeconds (10);
 
 text27.SetActive(false);
 text28.SetActive(true);
 screen1.SetActive(false);
 screen2.SetActive(true);
 
 yield WaitForSeconds (9.5);
 
 text28.SetActive(false);
 text29.SetActive(true);
 
 //yield WaitForSeconds(11);
 
 //text29.SetActive(false);
 //screen2.SetActive(false);
 
 
 }
 
 function waitForSecond(second : float) {
     var timer : float = 0;
 
     while(timer < second) {
         if(player != null && player.active) {
             timer += Time.deltaTime;
         }
 
         yield;
     }
 }


Best, Laurien

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Answer by Immanuel-Scholz · Jun 11, 2015 at 10:34 AM

To turn a normal sequenced coroutine into a loop, just wrap the whole function into an "while(true)" loop.

So if you got

 function myFunction() {
     yield WaitForSeconds(1);
     ...
     yield WaitForSeconds(1);
 }

do this instead:

 function myFunction() {
     while (true) {
         yield WaitForSeconds(1);
         ...
         yield WaitForSeconds(1);
     }
 }


Be EXTREMELY sure to have at least one yield statement inside the loop, or else you will freeze your Unity Editor, loosing all unsaved data!

Another hint: You may look at the way how you call your coroutine. You need to wrap the call into StartCoroutine("portacabinSequence") to work correctly together with your call to StopCoroutine

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