In my game I have two coroutines, but when I start simulation, Unity freezes.
Edited. Here is the full code
public GameObject[] timeImages;
public GameObject[] time00X0;
public GameObject[] time000X;
bool isTimeEnabled;
int timeValue00X0;
int timeValue000X;
void Start ()
{
timeValue00X0 = Random.Range (4, 5);
timeValue000X = 0;
time00X0 [timeValue00X0].SetActive (true);
time000X [timeValue000X].SetActive (true);
StartCoroutine ("Time000X");
StartCoroutine ("Time00X0");
}
IEnumerator Time000X()
{
while (true)
{
isTimeEnabled = !isTimeEnabled;
foreach(GameObject i in timeImages)
i.SetActive (isTimeEnabled);
time000X[timeValue000X].SetActive(true);
yield return new WaitForSeconds(0.5f);
time000X[timeValue000X++].SetActive(false);
if(timeValue000X == 10)
timeValue000X = 0;
}
}
IEnumerator Time00X0()
{
while(true)
{
if(timeValue000X == 0)
{
time00X0[timeValue00X0].SetActive(true);
yield return new WaitForSeconds(0.5f);
time00X0[timeValue00X0++].SetActive(false);
}
if(timeValue00X0 == 3)
timeValue00X0 = 0;
}
}
Can’t understand, what’s wrong