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Need help converting js to C# -- yield return WaitForSeconds
Hi! Need help to convert to C#
JS code:
function scoresCalculation()
{
yield WaitForSeconds (0.2);
}
Answer by ineteye · Oct 18, 2012 at 11:51 AM
Think i find the problem with object destroying.. but then how to move destroy to scoreCalculation ();
script clickdetecting.cs :
public IEnumerator scoresCalculation ()
{
yield return new WaitForSeconds(0.2f);
Debug.Log("TEST");
if(destroyed == 3)
{//if we destroyed 3 ball
GameObject score1=(GameObject)Instantiate(scoreParticle, obj - new Vector3(0,0,0.3f), Quaternion.identity); //instantiate scoreParticle
score1.renderer.material=score30; //give material to scoreParticle
score1.renderer.material.color = color;//give ball's color to scoreParticle
//scoreText.text=""+(int.Parse(scoreText.text)+30); //plus 30 to score text
container.GetComponent<instantiate>().score=""+(int.Parse(container.GetComponent<instantiate>().score)+30); //plus 30 to score text
}
//below this is everything same logic
if(destroyed == 4)
{
GameObject score2=(GameObject)Instantiate(scoreParticle, obj - new Vector3(0,0,0.3f), Quaternion.identity);
score2.renderer.material=score50;
score2.renderer.material.color = color;
//scoreText.text=""+(int.Parse(scoreText.text)+50);
container.GetComponent<instantiate>().score=""+(int.Parse(container.GetComponent<instantiate>().score)+50);
}
print("destroyed "+destroyed);
destroyed=0;
}
other script chack.cs where score calculation called:
using UnityEngine;
using System.Collections;
public class chack : MonoBehaviour
{
//this script is attached every ball and it must be disabled, clickdetecting script will enable this
public GameObject particle;
private bool count = true;
private int count1 =0;
private int count2 =0;
public void Start ()
{
GameObject container = GameObject.Find ("Container"); //container which contains ball's objects
rigidbody.position = new Vector3 (rigidbody.position.x, rigidbody.position.y, 0);
Vector3 myPos = transform.position;
foreach (Transform child in container.transform) { //check if there is same tagged ball near this ball
Transform t = child.transform;
t.position = new Vector3 (t.position.x, t.position.y, 0);
myPos = new Vector3 (myPos.x, myPos.y, 0);
var distance = (t.position - myPos).sqrMagnitude;
if (distance > 0.0001f && distance < 0.1f && gameObject.tag == child.gameObject.tag)
{ //if distance is less then 0.1f between same balls
count1++;
//Debug.Log("distance = "+distance);
//Debug.Log ("clickdetecting.destroyed = "+clickdetecting.destroyed+" count "+count);
child.gameObject.GetComponent<chack>().enabled = true; //enable same ball's "chack" script
Color[] modifiedColors = particle.GetComponent<ParticleAnimator>().colorAnimation; //get particle color and modify it to match this ball's color
modifiedColors [0] = renderer.material.color;
modifiedColors [1] = renderer.material.color;
modifiedColors [2] = renderer.material.color;
modifiedColors [3] = renderer.material.color;
modifiedColors [4] = renderer.material.color;
particle.GetComponent<ParticleAnimator>().colorAnimation = modifiedColors; //give particle modified color
var newParticle = Instantiate (particle, transform.position, transform.rotation); //instantiate particle
if (count) {
clickdetecting.destroyed++;
//if (Time.timeScale != 0 && count1==count2)
if (Time.timeScale != 0)
{
StartCoroutine(Camera.main.GetComponent<clickdetecting>().scoresCalculation ());//call clickdetecting script which is attached to main camera
}
count = false;
}
Destroy (gameObject); // Think that is problemed Destroy ....
}
}
}
}
O$$anonymous$$.. but how should i post a code? it did not format correct in commnets..
pretty sure you're able to edit the original post, no?
ok.. bottom line, yes that is your issue, you are destroying your object I$$anonymous$$$$anonymous$$EDIATELY after calling the score method, so the script is immediately destroyed, no yield ever has time to run for even a single frame, let alone .2 seconds. When you destroy the object, you destroy the script on the object, so the co-routine never finishes. How to fix? Don't destroy the object until the code you want to finish has finished.. there are numerous ways to accomplish this.. but mainly you just need to move the Destroy line to the end of the other script:
...
}
print("destroyed "+destroyed);
destroyed=0;
Destroy(gameObject);
...
Answer by Seth-Bergman · Oct 17, 2012 at 05:55 PM
Have a look in the script reference:
http://docs.unity3d.com/Documentation/ScriptReference/WaitForSeconds.html
notice its examples are provided in either language.. In this case, you need to make sure your method has a return type of IEnumerator (and include the "return new" keywords):
using UnityEngine;
using System.Collections;
public class scores : MonoBehaviour {
IEnumerator scoresCalculation() {
yield return new WaitForSeconds(.2);
}
}
So such solution will work.. it just thinking that it did not work:
public void scoresCalculation () { Wait();
if (..)... { } }
IEnumerator Wait() { yield return new WaitForSeconds(0.2f); }
No that won't work. You can't just delay a non-coroutine like that.
When you want to delay something you need the delayed things to also be in the coroutine. Like @Fattie says there's good examples of how to get things to happen later on http://unitygems.com/mistakes1 - coroutines can be complicated when you haven't used them, things like this don't really need them.
No - the routine with your wait, waits but then does nothing. You'd need the delayed thing to be in the same function as the WaitForSeconds. Seriously though, use Invoke.
Answer by ineteye · Oct 18, 2012 at 10:33 AM
So this on JS:
function Destroying(){
for (var child:Transform in container.transform){
Destroy(child.gameObject); //destroy the ball
var modifiedColors : Color[] = particle.GetComponent.<ParticleAnimator>().colorAnimation; //get particle color and modify it to match this ball's color
modifiedColors[0] = child.renderer.material.color;
modifiedColors[1] = child.renderer.material.color;
modifiedColors[2] = child.renderer.material.color;
modifiedColors[3] = child.renderer.material.color;
modifiedColors[4] = child.renderer.material.color;
particle.GetComponent.<ParticleAnimator>().colorAnimation = modifiedColors; //give particle modified color
var particle=Instantiate(particle, child.transform.position, child.transform.rotation) as GameObject; //instantiate particle
yield WaitForSeconds(1.5); //wait 0.5 second
}
enabled=false;
}
Will be in C#:
bool sleep;
public void Destroying (){
foreach(Transform child in container.transform){
Destroy(child.gameObject); //destroy the ball
Color[] modifiedColors = particle.GetComponent<ParticleAnimator>().colorAnimation; //get particle color and modify it to match this ball's color
modifiedColors[0] = child.renderer.material.color;
modifiedColors[1] = child.renderer.material.color;
modifiedColors[2] = child.renderer.material.color;
modifiedColors[3] = child.renderer.material.color;
modifiedColors[4] = child.renderer.material.color;
particle.GetComponent<ParticleAnimator>().colorAnimation = modifiedColors; //give particle modified color
GameObject NewParticle=Instantiate(particle, child.transform.position, child.transform.rotation) as GameObject; //instantiate particle
//yield return new WaitForSeconds(1.5f); //wait 0.5f second
if(sleep) return;
StartCoroutine(Wait());
}
enabled=false;
}
IEnumerator Wait()
{
sleep=true;
yield return new WaitForSeconds(1.5f);
}
no, that won't work... but just make the return type of your method IEnumerator, and yield should work:
public IEnumerator Destroying (){
foreach(Transform child in container.transform){
Destroy(child.gameObject); //destroy the ball
Color[] modifiedColors = particle.GetComponent<ParticleAnimator>().colorAnimation; //get particle color and modify it to match this ball's color
modifiedColors[0] = child.renderer.material.color;
modifiedColors[1] = child.renderer.material.color;
modifiedColors[2] = child.renderer.material.color;
modifiedColors[3] = child.renderer.material.color;
modifiedColors[4] = child.renderer.material.color;
particle.GetComponent<ParticleAnimator>().colorAnimation = modifiedColors; //give particle modified color
GameObject NewParticle=Instantiate(particle, child.transform.position, child.transform.rotation) as GameObject; //instantiate particle
yield return new WaitForSeconds(1.5f); //wait 0.5f second
}
enabled=false;
}
Oh so i should call those script in way describe here: http://unitygems.com/mistakes1/#die ???
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