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Question by unity_E790889B07041C2772A3 · Apr 01 at 05:20 AM · instantiatecoroutinedelay

Delay Collecting Object by Player

I have two player that are trying to collect a single gameobject. However, I'm having a problem with collecting the gameobject at the same time. I'm trying to create a delay for the enemy collecting the gameObject. But, the enemy just go through the gameobject and doesn't destroy it.

 public class DeleteAndSpawn : MonoBehaviour
 {
 
     public GameObject Collectable;
     // Vector2 randomCollectPosition;
     //public float ScanRadius = 1;
     //public LayerMask exclude;
     public GameObject PlayerOne;
     //public LayerMask whatIsPlayer;
     public GameObject EnemyDestroy;
     bool samePosition = true;
     float timerOne;
     void OnTriggerEnter2D(Collider2D collision)
     {
         samePosition = true;
         if (collision.gameObject.tag == "Player")
         {
             Vector2 randomCollectPosition2 = new Vector2(Random.Range(-4, 4), Random.Range(-4, 4));
             while (Vector2.Distance(randomCollectPosition2, PlayerOne.transform.position) <= 7)
             {
                 randomCollectPosition2 = new Vector2(Random.Range(-10, 10), Random.Range(-10, 10));
             }
             Instantiate(Collectable, randomCollectPosition2, Quaternion.identity);
             // Debug.Log(Vector2.Distance(randomCollectPosition2, PlayerOne.transform.position));
             Destroy(gameObject);
         }
         StartCoroutine(turnSamePosition());
         if (collision.tag == "Enemy" && samePosition == false)
         //else
         {
 
             Vector2 randomCollectPosition2 = new Vector2(Random.Range(-4, 4), Random.Range(-4, 4));
             while (Vector2.Distance(randomCollectPosition2, EnemyDestroy.transform.position) <= 7)
             {
                 randomCollectPosition2 = new Vector2(Random.Range(-10, 10), Random.Range(-10, 10));
             }
             Instantiate(Collectable, randomCollectPosition2, Quaternion.identity);
             //Debug.Log(Vector2.Distance(randomCollectPosition2, EnemyDestroy.transform.position));
             Destroy(gameObject);
 
         }
         IEnumerator turnSamePosition()
         {
             yield return new WaitForSeconds(0.01f);
             samePosition = false;
             Debug.Log("Change");
         }
     }
 }



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