#are you messing with Time timeScale at

1 messages · Page 1 of 1 (latest)

lone pivot
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even with waitforsecondrealtime it does not work

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(waited 15sec) to make sure

royal mesa
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my guess is you're destroying/disabling whatever calls StartCorotuine is coming from if its a separate object

lone pivot
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if the bullet sent the call if it get destroyed it stop the coroutine?

royal mesa
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yea pretty sure

lone pivot
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dayum then thats why xD

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the bullet get destroyed when touching the ennemy

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let me try

royal mesa
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yea try without destroy

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what you could do is put the StartCoroutine inside this same class you showed IEnumerator, but put inside a public void method , then call that method on Bullet collision instead of directly calling the Coroutine

lone pivot
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 public void get_celluled_pre(float damage_on_exploxion, float time)
    {
        StartCoroutine(get_celluled(damage_on_exploxion, time));
    }

    public IEnumerator get_celluled(float damage_on_exploxion,float time)
    {
        if (!immune_to_effects)
        {
            GameObject cell = Instantiate(Game_Manager.instance.cellule_on_enemy_go, my_sprite.transform);
            print(time / 2);
            yield return new WaitForSeconds(time/2);
            print("dayum");
            cell.GetComponent<SpriteRenderer>().sprite = Game_Manager.instance.cellule_on_enemy_2;
            yield return new WaitForSeconds(time / 2);
            cell.GetComponent<SpriteRenderer>().sprite = Game_Manager.instance.cellule_on_enemy_3;
            yield return new WaitForSeconds(0.4f);
            damaged(damage_on_exploxion);
            Destroy(cell);
            GameObject explo = Instantiate(Game_Manager.instance.cellule_exploxion, gameObject.transform.position, gameObject.transform.rotation);
            Destroy(explo, 0.6f);
            explo.GetComponent<SpriteRenderer>().color = new Color32(0, 255, 0, 255);
            for (int i = 1; i < 7; i++)
            {
                Instantiate(player_shoot.instance.grenade_cellulaire_bullet, Random.insideUnitSphere * 2 + gameObject.transform.position, Quaternion.Euler(0,0, 360 / i));
            }

        }
        yield return new WaitForSeconds(0.01f);
    }
``` did this and it wors : O
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thank u so much

royal mesa
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nice!