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Question by moreira_dev · Jun 22, 2017 at 05:34 AM · c#androidscripting problemscripting beginner

Unity Editor Freezes- Help! Urgent!

Hello. I'm currently working on a script that slows time using Time.timeScale and shows up an arrow with SpriteRenderer, and then, rotate it and hide his sprite again after x seconds, putting the time back to normal. I think it should work fine, but unity, when that functoin is called, freezes and I have to open windows task manager to close it. An answer would be apreciated, thanks!

[script]

using System.Collections; using System.Collections.Generic; using UnityEngine; using CnControls; using Random = UnityEngine.Random;

public class ButtonTimerAndPower : MonoBehaviour { //PowerUps public string[] powers;

 //Sprite varibles
 public UnityEngine.UI.Image image;
 public bool ready = false;

 //Bomb PowerUp Variables
 bool end = false;
 public SpriteRenderer crosshairSprite;
 public Transform rotationPoint;
 public float rotateSpeed;

 int powerID;

 //Cooldown Sprites
 public Sprite _1;
 public Sprite _2;
 public Sprite _3;
 public Sprite _4;
 public Sprite _5;

 //End of ability countdown
 public Sprite _1end_;
 public Sprite _2end_;
 public Sprite _3end_;

 //PowerUp Button Sprites
 public Sprite bombSprite;
 public Sprite slowMotionSprite;


 void Start()
 {
     StartCoroutine("resetTimer");
 }

 public void onCLick()
 {
     if (!ready)
     {
         return;
     }
     else if (ready)
     {
         ready = false;
         powerUps();        
     }
 }

 public bool onClick2(bool ready)
 {
     if (ready)
     {
         return true;
     }
     else
     {
         return false;
     }
 }


 IEnumerator resetTimer()
 {
     Debug.Log("RESET TIMER");
     image.sprite = _5;
     yield return new WaitForSeconds(1);
     image.sprite = _4;
     yield return new WaitForSeconds(1);
     image.sprite = _3;
     yield return new WaitForSeconds(1);
     image.sprite = _2;
     yield return new WaitForSeconds(1);
     image.sprite = _1;
     yield return new WaitForSeconds(1);

     powerID = Random.Range(0, 2);
     if (powers[powerID] == "Bomb")
     {
         image.sprite = bombSprite;
     }
     else if (powers[powerID] == "SlowMo")
     {
         image.sprite = slowMotionSprite;
     }

     ready = true;
 }

 void powerUps()
 {
     StopCoroutine("resetTimer");
     if (powers[powerID] == "Bomb")
     {
         bomb();
     }
     else if (powers[powerID] == "SlowMo")
     {
         StartCoroutine("slowMo");
     }
 }

 //POWERUPS METHODS
 void bomb()
 {
     Debug.Log("1");
     end = false;
     Debug.Log("2");
     Time.timeScale = 0.25f;
     Debug.Log("3");
     Time.fixedDeltaTime = 0.02f * Time.timeScale;
     Debug.Log("4");
     crosshairSprite.enabled = true;
     Debug.Log("5");
     while (!end)
     {
         rotationPoint.Rotate(CnInputManager.GetAxis("Horizontal") * rotateSpeed, 0, 0);
     }
     Debug.Log("6");
     crosshairSprite.enabled = false;
     Debug.Log("7");
     Time.timeScale = 1f;
     Debug.Log("8");
     StartCoroutine("resetTimer");
 }

 IEnumerator slowMo()
 {
     Debug.Log("Neka's got 50% slower because he is dumb!!!");
     Time.timeScale = 0.5f;
     Time.fixedDeltaTime = 0.02f * Time.timeScale; //Smothen Slow Motion
     image.sprite = _3end_;
     yield return new WaitForSeconds(0.5f); //Wait 1 second (due to timescale): second * timescale
     image.sprite = _2end_;
     yield return new WaitForSeconds(0.5f);
     image.sprite = _1end_;
     yield return new WaitForSeconds(0.5f);
     Time.timeScale = 1f;

     StopCoroutine("powerUps");
     StartCoroutine("resetTimer");
 }

 IEnumerator timerOfBomb()
 {
     yield return new WaitForSeconds(0.75f); //Wait 3 seconds: 3* 0.25
     end = true;
 }

}

[/script]

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avatar image moreira_dev · Jun 17, 2017 at 12:51 PM 0
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PS: The part that bugs is when bomb() is called!

avatar image moreira_dev · Jun 19, 2017 at 11:18 PM 0
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$$anonymous$$aybe put crosshairSprite before and after timescales?

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Answer by tanoshimi · Jun 22, 2017 at 05:38 AM

You've got an infinite loop right here - nothing ever sets end to true:

 while (!end)
  {
      rotationPoint.Rotate(CnInputManager.GetAxis("Horizontal") * rotateSpeed, 0, 0);
  }
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