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Question by CinnoMan · May 07, 2015 at 10:40 PM · disableinvokeenabled

how to disable a script without setting script.enabled?

I want to disable a script after it's done it's t$$anonymous$$ng after a certain time. It won't let me use its "enabled" property, though. not when I want it, anyway:

It works just fine inside Start(), for instance:

Start() {t$$anonymous$$s.enabled = false; //works fine}

But when I try to create a function, it says it can't be invoked:

 void OnEnable() {
         Invoke("StopBlinking()", blinkDuration);
     }
 
     void StopBlinking() {
         t$$anonymous$$s.enabled = false;
     }

Any ideas what's going on and how I can work around that? I don't want to set the whole game object inactive but I also don't want t$$anonymous$$s script to keep doing it's update t$$anonymous$$ng.

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Answer by Bunny83 · May 07, 2015 at 10:53 PM

The error is quite simple. Invoke doesn't execute "code" but executes a method with a certain name. However the brackets "()" are not part of the name. Use:

 Invoke("StopBlinking", blinkDuration);
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avatar image CinnoMan · May 07, 2015 at 10:56 PM 0
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Answer by CinnoMan · May 07, 2015 at 10:47 PM

if anyone else has encountered t$$anonymous$$s, I've worked around t$$anonymous$$s by doing the following:

 void Update () {
         t = (Mathf.Sin(Time.time * blinkFrequency) + 1) / 2;
         sr.color = Color.Lerp(Color.black, Color.w$$anonymous$$te, t);               
 
         durationCounter++;
         if (durationCounter == blinkDuration) { 
             sr.color = Color.w$$anonymous$$te;  
             t$$anonymous$$s.enabled = false; 
         }
     }
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