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Question by Rembo4Fight · Jan 11, 2018 at 01:28 PM · 2dscripting problemmathfpingpong

Make my mathf to Wait? :)

How can I make mathf.pingpong in Update function to wait for 1 second? I tried ienumerator coroutine but maybe wrong Help please :)

     public void Update()
     {
         float t = Time.time;
         platform.GetComponent<Ferr2DT_PathTerrain> ().vertexColor.a = Mathf.PingPong(t,1.25f);
 
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Answer by NickBullseye · Jan 11, 2018 at 01:45 PM

I guess this should do it:

 IEnumerator YourFunc() {
     for (;;) {
         float t = Time.time;
         platform.GetComponent<Ferr2DT_PathTerrain> ().vertexColor.a =Mathf.PingPong(t,1.25f);
     
         yield return new WaitForSeconds(1f);
     }
 }

And to start the coroutine you have to call StartCoroutine("YourFunc"). If you need to do it untill certain condition is met - just replace (;;) with the condition you need.

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Answer by Bunny83 · Jan 11, 2018 at 01:58 PM

Time.time is continuously increased and PingPong directly depends on the passed value. So if you want to delay the change you have to delay / stop the increasing of the value that you use for ping pong. So you can't use Time.time. You can use your own "timer" variable

 bool timerActive = true;
 float timer = 0;
 
 public void Update()
 {
     if (timerActive)
         timer += Time.deltaTime;
     platform.GetComponent<Ferr2DT_PathTerrain> ().vertexColor.a = Mathf.PingPong(timer,1.25f);
 }

When you set timerActive to false the pingpong will basically freeze until you set it back to true.


Note that you have a period of 1.25 so you set your alpha value up to 1.25. The usual range is 0-1

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avatar image Rembo4Fight · Jan 11, 2018 at 02:33 PM 0
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Okay, i get your idea It works, but i have the problem That i have a line that if updates it update the opacity in game mode, without it it just showing the opacity in inspector If i remove this from false timerActive, it still works

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