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Question by Cyrax756 · Nov 01, 2014 at 10:41 PM · c#

Controlling when a script is enabled with another Script

Trying to control how often my light flickers with another script. I can succesfully control my LightFlicker script in the update function of my FlickerRate script. However I can't seem to get it to work with a StartCourotine/IEnumerator function. Please help me shed some light on this. Here's my LightFlicker Script which works as intended.`using UnityEngine; using System.Collections;

public class LightFlicker : MonoBehaviour {

 // Use this for initialization
 void Start () {

 
 }
 
 // Update is called once per frame
 public void Update () 
 { 


     {
         if (Random.value > 0.7) //a random chance
         {
                         
             if (light.enabled == false) //if the light is on...
             {
             light.enabled = true; //turn it off
             } 
             else 
             {
             light.enabled = false; //turn it on
             }


         }

     }

 }

}

And here is my FlickerRate Script which is not currently doing anything.

 using UnityEngine;
 using System.Collections;
 
 public class FlickerRate : MonoBehaviour {
     public LightFlicker LightFlickerScript;
 
 
     // Use this for initialization
     void start () {
         StartCoroutine (flicker ());
         GetComponent<LightFlicker>();
 
     }
 
 
     
     // Update is called once per frame
     void Update () {
 
 
     }
 
     IEnumerator flicker()
     {
         LightFlickerScript.enabled = true;
         yield return new WaitForSeconds (2.0f);
         LightFlickerScript.enabled = false;
         yield return new WaitForSeconds (2.0f);
     }
 
 }

`

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Answer by Cyrax756 · Nov 02, 2014 at 01:18 AM

Figured it out, This is what i ended up doing.

 using UnityEngine;
 using System.Collections;
 
 public class FlickerRate : MonoBehaviour {
     public LightFlicker LightFlickerScript;
 
 
     // Use this for initialization
     void start () {
 
         GetComponent<LightFlicker>();//LightFlicker Script
         GetComponent<AudioSource>();
 }
 
 
     
     // Update is called once per frame
     void FixedUpdate () {
         if(LightFlickerScript.enabled == true)//Light will be on at end of start Coroutine
         {
             StartCoroutine(flickeroff());
         }
 
 
     }
 
     IEnumerator flickeroff()
     {
         yield return new WaitForSeconds (3.0f);//Light Flickers for X seconds then stops
         LightFlickerScript.enabled = false;//Light stops flickering
         audio.enabled = false;//Audio turns off
         light.enabled = false;//Light is off after flickering
     
 
         yield return  new WaitForSeconds (5.0f);//Light begins flickering again after X seconds
         audio.enabled = true;//audio turns on
         yield return new WaitForSeconds (0.5f);//Let's audio play for X seconds before light flickers
         LightFlickerScript.enabled = true;//Light turns on
 
 
     }
 
 }

 
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