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Question by Michaeldearmas · Dec 29, 2020 at 08:34 PM · movementvector3coroutinepathfindinglists

Vector 3 MoveTowards not working in my coroutine

So I am trying to iterate through a list of tiles on keypress, each keypress the character moves towards the next tile in the list. Currently I trigger the tile and then take in the list of tiles connected to the parent tile (with the rigidbody) in the scene. Then I start the couroutine.

Right now I simply stay in place and do not go anywhere on keypress, have tried getkeyaxisraw and space.

Anybody have any ideas or suggestions?

Thanks!

  YellowTileColl yellowTileScript;
         public GameObject yellowTGO;
         private List<GameObject> yellowTiles;
         int startPoint;
         bool hasEnteredYT;
         float speed;
     
     
         Movement movementScript;
         IEnumerator currentRoutine;
         private Vector3 destination;
     
     
     
         // Start is called before the first frame update
         void Start()
         {
             yellowTileScript = GameObject.Find("YellowTile").GetComponent<YellowTileColl>();
             yellowTiles = new List<GameObject>();
             yellowTiles = yellowTileScript.childrenY;
     
             movementScript = GetComponent<Movement>();
     
             float speed = 10f;
             
     
         }
     
         // Update is called once per frame
         void FixedUpdate()
         {
             if (Input.GetKeyDown(KeyCode.Space))
             {
                 if (hasEnteredYT == true)
                 {
                     if (currentRoutine != null)
                     {
                         StopCoroutine(currentRoutine);
                     }
     
                     currentRoutine = YellowMovement(yellowTiles, startPoint);
     
                     StartCoroutine(currentRoutine);
                     Debug.Log("has entered");
                 }
             }
         }
     
         private void OnTriggerEnter2D(Collider2D collision)
         {
     
             hasEnteredYT = true;
     
             for (int i = 0; i < yellowTiles.Count; i++)
             {
                 if (yellowTiles[i] == collision.gameObject)
                 {
                     startPoint = i;
     
                     
                 }
             }
         }
     
         
         IEnumerator YellowMovement(List<GameObject> tiles, int start)
         {
             
             start += 1;
             destination = tiles[start].transform.position;
     
             
             while (transform.position != destination)
             {
                 Debug.Log(start);
                 Debug.Log(destination);
                 transform.position = Vector3.MoveTowards(transform.position, destination, speed * Time.deltaTime);
                 yield return null;
             }
     
         }
         
     }
     

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