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Question by DrFury4D · Feb 21, 2021 at 12:13 AM · randomspriterenderercoin

Coin Flip not working

Hi!

I implemented a coin flip in my project.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CoinFlip : MonoBehaviour
 {
     SpriteRenderer spriteRenderer;
     public Sprite[] sides;
     public int flipCount = 0;
     public float time = 0.005f;
     public static int flips;
 
     private void Start()
     {
         StartCoroutine(WaitPlease(time, 1.0f));
     }
 
     IEnumerator WaitPlease(float duration, float size)
     {
         for (int i = flipCount; i <= flips; i++)
         {
             while (size > 0.1)
             {
                 size = size - 0.07f;
                 transform.localScale = new Vector3(1, size, 1);
                 yield return new WaitForSeconds(duration);
             }
             
             spriteRenderer.sprite = sides[flipCount % 2];
             
             while (size < 0.99)
             {
                 size = size + 0.07f;
                 transform.localScale = new Vector3(1, size, size);
                 yield return new WaitForSeconds(duration);
             }
 
             flipCount++;
         }
     }
 
     private void Awake()
     {
         spriteRenderer = GetComponent<SpriteRenderer>();
         flips = Random.Range(10, 12);
     }
 }

I created a scene to test it and it works just fine. As I hit play, the coin rotates and randomly it will show heads or tails.

The problem is when I call it in my main scene throught a button, it does not show me the other side of the coin (tails). alt text

Element 0 is heads and Element 1 is tails. I don't understand why it doesn't work. I only have 2 lines for the button code:

 GameObject headTail = Instantiate(coin, new Vector3(0, 0, 0), Quaternion.identity);
 headTail.transform.SetParent(Arena.transform, false);

I really cant find my mistake.

Thank you!

unknown.png (18.4 kB)
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