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Pseudo code: trigger portal system with coroutines
My apologies for this, I'm typing this on my phone. Assume this script is attached to a GameObject with a trigger collider. Is the logic behind this code correct? Imagine this code making objects visible whenever a player approaches and collides with the trigger, and deactivating them again when not. The reason why I'm using a list compared to TriggerEnter and Exit is because those two don't account for the warping of objects in and out of the trigger
OnTriggerStay(Collider c):
Colliders.add(c)
If portalActive = False
Start coroutine PortalUpdate
PortalUpdate:
portalActive=true
InitPortal
while colliders.count > 0
colliders.clear
yield
end while
DeactivatePortal
portalActive = false
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