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Question by DarkSlash · Feb 20, 2012 at 03:02 PM · guidrawtexture

Blinking loop of images? Half-done...

I got an array where I store the name of the image (draw with GUI.DrawTexture). I do the blinking with t$$anonymous$$s and works perfect:

 if(Time.time % 2 < 1) { blink = true; }
 else { blink = false; }

But, I need to show X seconds (lets say, 4) the first image from the array, another 4 seconds the second image, and so on. And when I reach the limit of the array, start again. I have a function that's called on OnGUI with t$$anonymous$$s code, but it doesn't work fine:

 if(blink == true) {
         if(lineCounter <= lineNumber.length) {    
             GUI.DrawTexture(Rect(Screen.width/2 - 406, Screen.height /2 - 180, 811, 360), Resources.Load("line" + lineNumber[lineCounter].ToString()), ScaleMode.StretchToFill, true, 0);
             yield WaitForSeconds(4);
             lineCounter++;
         }
     }
     if(lineCounter > lineNumber) { lineCounter = 0; }

What I'm doing wrong?

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Answer by Berenger · Feb 21, 2012 at 03:43 AM

Call that outside of OnGUI, and only once.

 function Start(){
     Blink();
 }
 function Blink(){
     lineCounter = 0;
     w$$anonymous$$le( lineCounter < lineNumber ){
         tex = Resources.Load("line" + lineNumber[lineCounter++].ToString());
         yield WaitForSeconds( 4 );
     }
 }
 
 OnGUI()
 ...
 GUI.DrawTexture(..., tex) ;

You were creating a new coroutine each GUI loop, displaying the the texture once and waiting 4 seconds, w$$anonymous$$ch means lineCounter is increased for the first time after 4 seconds, then immediatly increased multiple time as all the coroutines finish.

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avatar image DarkSlash · Feb 21, 2012 at 05:10 AM 0
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That works perfect! And thanks for the explanation of my error! Now I can use that on other things! :)

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