I’m trying to get 1 animation to play after 10 seconds, and then 10 seconds later, the 2nd one plays.
The 1st animation plays fine, but the 2nd one won’t. See below at the very bottom. The LeftYellowSideWall is the 1st animation and the following RightYellow, is the 2nd.
void OnCollisionEnter2D (Collision2D Ball8Layer5Collider)
{
StartCoroutine (Ball8Layer5Coroutine (Ball8Layer5Collider));
}
IEnumerator Ball8Layer5Coroutine (Collision2D Ball8Layer5Collider)
{
if (Ball8Layer5Collider.gameObject.tag == "ball" && BallIsGreen == false)
{
FakeBalls.SetActive (false);
RevealedBalls.SetActive (false);
//NorthWall.SetActive (true);
rend.sharedMaterial = greenBall [1];
audio.PlayOneShot (LockedAudio, volume);
LockedSoundPlayed = true;
BallIsGreen = true;
}
if (Ball8Layer5Collider.gameObject.tag == "ball" && LockedSoundPlayed == true)
{
audio.PlayOneShot (GreenBallHitSound, volumeGreenBallHit);
}
if (Ball8Layer5Collider.gameObject.tag == "ball" && Ball15.GetComponent<Ball15Layer4GreenCollide>().BallIsGone == true)
{
BG_Owl.GetComponent<SpriteRenderer> ().enabled = false;
transBand.GetComponent<VideoPlayer> ().enabled = true;
audio.PlayOneShot (BGClankReverbSound, volumeBGClankReverb);
LeftYellowSideWall.GetComponent<LeftYellowWall> ().ColorChangeRed5();
RightYellowSideWall.GetComponent<RightYellowWall> ().ColorChangeRed5 ();
this.GetComponent<MeshRenderer>().enabled = false;
this.GetComponent<CircleCollider2D> ().enabled = false;
BallIsGreen = false;
BallIsGone = true;
MinusCounterFloor.GetComponent<BoxCollider2D> ().enabled = true;
CountTrigger.GetComponent<BoxCollider2D> ().enabled = true;
numberText.GetComponent<Text> ().color = new Color (0.035f, 0f, 1f, 1f);
yield return new WaitForSeconds (10f);
GreenBalls.SetActive (false);
LeftYellowSideWall.GetComponent<LeftYellowWall> ().LeftYellowWallAnim.Play ("Left Yellow Side Wall MOVE BACK", -1, 0f);
yield return new WaitForSeconds (10f);
RightYellowSideWall.GetComponent<RightYellowWall> ().RightYellowWallAnim.Play ("Right Yellow Side Wall MOVE BACK", -1, 0f);
}
}