Go to label StartCoroutine problem

(Cody) #1

HI! Leslie

Sorry I din’t know exactly where or how to fit this topic. Here’s my problem.
I set up my own game script with several Coroutines to handle a meter, animation states and score.
At the end of the Coroutine I want to jump to a Label in the scene. BUT when I do, my other
Coroutines seem to stop their progress. I’m using a couritine to call GoToLabel within vinoma but this either holds or stops the courtine until the dialog window has finish.

Is there a way I can show the dialog text witouht it affecting my other Coroutines?
does the go to scene use a coroutine too? are they mixing?

here’s a sample of what I mean:

void Update(){
if (x==100){
play animation state;
play sound fx;
count points;
jumpToLabel(); //here is where it stops the coroutine’s progress until dialog has ended, I need it not to stop the progress
show some panel;
Do other things:
vinomascenecontroller jumps to label;

You’r help would be very appreciated! :slight_smile:

(Leslie Young) #2

Not sure what you are trying to do. You can find the Vinoma source in Assets\plyoung\vinoma\Packages if you want to have a look at how the Actions works.

(Cody) #3

Oh Thank you Leslie. It turns out it was my own script the problem. Haha, anyway. Thanks for your kind reply :slight_smile: