I am trying to make a digital clock (24:00 type), where each number is an individual image, that should change. So, i amI want to change sprites for multiple imageimages in one piece of code, but.
But when i initializingI initialize two imageimages, the second one is just ignoreignored. And plus when i am, I attach this code to the object, it workworks on that object, not on the image, that iI am pointing at. How can iI fix that?
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class Timer : MonoBehaviour
{
[Header("Sprites for times")]
public Sprite _One;
public Sprite _Two;
public Sprite _Three;
public Sprite _Four;
public Sprite _Five;
public Sprite _Six;
public Sprite _Seven;
public Sprite _Eight;
public Sprite _Nine;
public Sprite _Zero;
public GameObject BACK;
public Image _seconds;
public Image _minuts;
private bool secy = true;
private bool miny = true;
private void Start()
{
BACK = GetComponent<GameObject>();
_seconds = GetComponent<Image>();
_seconds.sprite = _Zero;
_minuts = GetComponent<Image>();
_minuts.sprite = _Zero;
}
void FixedUpdate()
{
StartCoroutine(_AloneMinut());
StartCoroutine(_Decade());
}
private bool JustWhait_sec()
{
return secy;
}
private bool JustWhait_min()
{
return miny;
}
private IEnumerator _AloneMinut()
{
yield return new WaitUntil(JustWhait_sec);
secy = false;
yield return new WaitForSeconds(2);
_seconds.sprite = _One;
yield return new WaitForSeconds(2);
_seconds.sprite = _Two;
yield return new WaitForSeconds(2);
_seconds.sprite = _Three;
yield return new WaitForSeconds(2);
_seconds.sprite = _Four;
yield return new WaitForSeconds(2);
_seconds.sprite = _Five;
yield return new WaitForSeconds(2);
_seconds.sprite = _Six;
yield return new WaitForSeconds(2);
_seconds.sprite = _Seven;
yield return new WaitForSeconds(2);
_seconds.sprite = _Eight;
yield return new WaitForSeconds(2);
_seconds.sprite = _Nine;
yield return new WaitForSeconds(2);
_seconds.sprite = _Zero;
secy = true;
}
private IEnumerator _Decade()
{
yield return new WaitUntil(JustWhait_min);
miny = false;
yield return new WaitForSeconds(20);
_minuts.sprite = _One;
yield return new WaitForSeconds(20);
_minuts.sprite = _Two;
yield return new WaitForSeconds(20);
_minuts.sprite = _Three;
yield return new WaitForSeconds(20);
_minuts.sprite = _Four;
yield return new WaitForSeconds(20);
_minuts.sprite = _Five;
yield return new WaitForSeconds(20);
_minuts.sprite = _Zero;
miny = true;
}
}
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class Timer : MonoBehaviour
{
[Header("Sprites for times")]
public Sprite _One;
public Sprite _Two;
public Sprite _Three;
public Sprite _Four;
public Sprite _Five;
public Sprite _Six;
public Sprite _Seven;
public Sprite _Eight;
public Sprite _Nine;
public Sprite _Zero;
public GameObject BACK;
public Image _seconds;
public Image _minuts;
private bool secy = true;
private bool miny = true;
private void Start()
{
BACK = GetComponent<GameObject>();
_seconds = GetComponent<Image>();
_seconds.sprite = _Zero;
_minuts = GetComponent<Image>();
_minuts.sprite = _Zero;
}
void FixedUpdate()
{
StartCoroutine(_AloneMinut());
StartCoroutine(_Decade());
}
private bool JustWhait_sec()
{
return secy;
}
private bool JustWhait_min()
{
return miny;
}
private IEnumerator _AloneMinut()
{
yield return new WaitUntil(JustWhait_sec);
secy = false;
yield return new WaitForSeconds(2);
_seconds.sprite = _One;
yield return new WaitForSeconds(2);
_seconds.sprite = _Two;
yield return new WaitForSeconds(2);
_seconds.sprite = _Three;
yield return new WaitForSeconds(2);
_seconds.sprite = _Four;
yield return new WaitForSeconds(2);
_seconds.sprite = _Five;
yield return new WaitForSeconds(2);
_seconds.sprite = _Six;
yield return new WaitForSeconds(2);
_seconds.sprite = _Seven;
yield return new WaitForSeconds(2);
_seconds.sprite = _Eight;
yield return new WaitForSeconds(2);
_seconds.sprite = _Nine;
yield return new WaitForSeconds(2);
_seconds.sprite = _Zero;
secy = true;
}
private IEnumerator _Decade()
{
yield return new WaitUntil(JustWhait_min);
miny = false;
yield return new WaitForSeconds(20);
_minuts.sprite = _One;
yield return new WaitForSeconds(20);
_minuts.sprite = _Two;
yield return new WaitForSeconds(20);
_minuts.sprite = _Three;
yield return new WaitForSeconds(20);
_minuts.sprite = _Four;
yield return new WaitForSeconds(20);
_minuts.sprite = _Five;
yield return new WaitForSeconds(20);
_minuts.sprite = _Zero;
miny = true;
}
}