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a guest Jun 27th, 2019 62 Never
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  1. void Update(){
  2.     for (i = 0; i <= 2; i++) {
  3.         platform.SetActive (false);
  4.         if (i >= 1 ) {
  5.             i--;
  6.             platform.SetActive (true);
  7.         }
  8.     }
  9. }
  10.      
  11. float blinkInterval = 1.0f; // Turn on/off every second
  12.  
  13. void Start() {
  14.     StartCoroutine("Blink");
  15. }
  16.  
  17. IEnumerator Blink() {
  18.     while(true) {
  19.         platform.SetActive(true);
  20.         yield return new WaitForSeconds(blinkInterval / 2f);
  21.         platform.SetActive(false);
  22.         yield return new WaitForSeconds(blinkInterval / 2f);
  23.     }
  24. }
  25.      
  26. public class ActiveAlternator : MonoBehaviour {
  27.  
  28.     [Tooltip("Target object to turn on/off (NOT this object or its parents!")]
  29.     public GameObject target;
  30.  
  31.     [Tooltip("Seconds to wait between activating / deactivating the object")]
  32.     public float interval = 1f;
  33.  
  34.     // IEnumerator makes this run as a coroutine we can suspend & resume with yield.
  35.     IEnumerator Start() {
  36.          if(target == gameObject)
  37.              Debug.LogError("ActiveAlternator cannot target itself and still re-activate");
  38.  
  39.  
  40.         // Infinite loop! But it's OK, because we'll tell it to take breaks.
  41.         while(true) {
  42.  
  43.             // This passes control back to the engine so it can draw the frame,
  44.             // and asks to resume this method on the next line after some time.
  45.             yield return new WaitForSeconds(interval);
  46.  
  47.             // If the object was active, set it inactive, and vice versa.
  48.             target.SetActive(!target.activeSelf);
  49.  
  50.             // Then loop to wait, and alternate again, forever.
  51.         }
  52.  
  53.     }
  54. }
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