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Question by KnightRiderGuy · Dec 14, 2017 at 04:34 PM · c#coroutineloopcoroutineslooping

Loop Coroutine For A Demo Mode

I'm working on doing a demo mode and I've come up with this method for looping a coroutine. I'm just curious??? Is this an OK method to use or should I be using something different?? my little demo project seems to work OK... but just what to get some of you more experienced people's opinion on this method.

Thanks. :) Here is my WIP proof of concept script.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class demoLoop : MonoBehaviour {
 
     public GameObject ImageOne;
     public GameObject ImageTwo;
 
     public GameObject SounderObj;
 
     public AudioClip Voice01;
 
 
     public bool DemoMode = false;
 
 
     public void SetDemoModeOnOff()
     {
         if (DemoMode == false) 
         {
             DemoMode = true;
         }
         else if (DemoMode == true) 
         {
             DemoMode = false;
         }
     }
 
 
 
     public void PlayDemoOne()
     {
         StartCoroutine(StartDemoOne());
     }
 
 
     IEnumerator StartDemoOne()
     {
         yield return new WaitForSeconds(2.0f); // wait time
 
         if (DemoMode == true) 
         {
             yield return new WaitForSeconds(1.5f); // wait time
             ImageOne.SetActive(true);
 
             yield return new WaitForSeconds(3.5f); // wait time
             ImageOne.SetActive(false);
             ImageTwo.SetActive(true);
 
             yield return new WaitForSeconds(3.5f); // wait time
             SounderObj.GetComponent<AudioSource>().PlayOneShot (Voice01, 1);
 
             yield return new WaitForSeconds(3.5f); // wait time
             ImageTwo.SetActive(false);
             PlayDemoOne ();
         }
     }
 
 
 }
 
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Answer by slavo · Dec 14, 2017 at 04:48 PM

Your method is ok. You can simplified your loop to

IEnumerator StartDemoOne() { while (DemoMode == true) { yield return new WaitForSeconds(2.0f); // wait time if (DemoMode == false) yield break; yield return new WaitForSeconds(1.5f); // wait time ImageOne.SetActive(true); yield return new WaitForSeconds(3.5f); // wait time ImageOne.SetActive(false); ImageTwo.SetActive(true); yield return new WaitForSeconds(3.5f); // wait time SounderObj.GetComponent<AudioSource>().PlayOneShot (Voice01, 1); yield return new WaitForSeconds(3.5f); // wait time ImageTwo.SetActive(false); //PlayDemoOne (); --> no need to start coroutine again } }

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avatar image KnightRiderGuy · Dec 14, 2017 at 05:01 PM 0
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Thanks @slavo I had seen the "While true" before but was not too sure how that was used. Thank you so much for clearing that up for me :) That was greatly appreciated :)

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