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Question by kobeshelby04 · Mar 03, 2020 at 12:24 AM · 2d-gameplayplayer-settings

My IEnumerator method is not being called in the if statement when player lives are equal to zero. Help!

 public class Destroyedplayer : MonoBehaviour
 {
     public GameObject Gameover;
     public Text LiveUITexts;
     public AudioSource mAudioScr;
     public GameObject ExplosionGo;
 
     private IEnumerator WaitForSceneLoad() {
         while (true)
         {
             if (Gameover.gameObject == true)
 
                 yield return new WaitForSceneLoad(3);
             SceneManager.LoadScene("Title Screen");
             yield return null;
         }
         
     }
     int lives = 3;
     public void Int()
     {
         const int MaxLives = 3;  
         lives = MaxLives;
         LiveUITexts.text = lives.ToString();
     }
 
     void Start()
     {
             Gameover.gameObject.SetActive(false);
      }
 
     public void Update()
     {   
         if (lives == 0)
         {   
             Destroy(gameObject);
             Gameover.gameObject.SetActive(true);
             StartCoroutine(WaitForSceneLoad());
         }
     }
     
 void OnTriggerEnter2D(Collider2D col)
     {
         mAudioScr = GetComponent<AudioSource>();
         if ((col.tag == "EnemyTag") || (col.tag == "EnemyBulletTag"))
         {
             lives--;
             mAudioScr.Play();
             LiveUITexts.text = lives.ToString();
           
             
             PlayExplosion();
         }
     }
     void PlayExplosion()
     {
         GameObject explosion = (GameObject)Instantiate(ExplosionGo);
 
         explosion.transform.position = transform.position;
     }
 }
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Best Answer

Answer by tormentoarmagedoom · Mar 03, 2020 at 05:03 PM

Hello.

Of course not. Well actually is calling it, but you destory the object 2 lines before so all the monobehaviour stops at the end of the frame.

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