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Question by ineteye · Oct 18, 2012 at 06:23 PM · c#

Need help C# -- yield, destroy

I need help to destroy object, but allow to work scoresCalculation() correctly... Now - Destroy (gameObject); - at the end of chack.cs script... detroy ealier that it should... best way will be move Destroy to the end of clickdetecting.cs, but the problem, that chack.cs and clickdetecting.cs added to different objects and chack.cs is added to clone of prefab object... and it more then one object...

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 ....
          }
        }
 
 
     }
 
 }
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Answer by whydoidoit · Oct 18, 2012 at 06:24 PM

Ok so see this article. You are starting a coroutine on the local object then destroying it. You should start it on the Camera.main...

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avatar image ineteye · Oct 18, 2012 at 06:35 PM 0
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Hi! Thanks but i read those article... and my problem did not describe there... i do not know how to destroy object... if code in separated scripts...

avatar image whydoidoit · Oct 18, 2012 at 06:37 PM 0
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Yeah I just updated it to point out the thing about the local object I mentioned in my comment.

   var cd = Camera.main.GetComponent<clickdetecting>();
   cd.StartCoroutine(cd.scoresCalculation());
avatar image ineteye · Oct 18, 2012 at 06:43 PM 0
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you mean replace :

StartCoroutine(Camera.main.GetComponent().scoresCalculation ());

with

var cd = Camera.main.GetComponent(); cd.StartCoroutine(cd.scoresCalculation());

But what benefit to change this line??

avatar image whydoidoit · Oct 18, 2012 at 06:44 PM 0
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Per the article - you are calling Destroy on the object you start the coroutine on - so it won't run.

avatar image ineteye · Oct 18, 2012 at 06:49 PM 0
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Yes! Big thanks!!!!! Finally it works like it should )))

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