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Unity Infinite Loops and State Machines

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How do you fix infinite loops

 

These are the different game states

void Update ()
{
	switch (_currentState) {
	case GameState.start:
		Debug.Log("Start");
		_currentState = GameState.inGame;
		break;
	case GameState.inGame:
		//Debug.Log("In Game");
		_scoreText.text = "Score: " + _score;
		break;
	case GameState.gameOver:
		Debug.Log("Game Over");			_scoreText.enabled = false;
		_gameOverText.enabled = true;
		break;		}
	}
}

This loops seems to be causing unity to crash

while (GameManager.gameManager.CurrentState == GameManager.GameState.inGame) 
{
	Debug.Log("Enter Lop");
	transform.position = Vector3.Lerp(targetPoint1.position, targetpoint2.position, time);
	if (Input.GetKey(KeyCode.Space))
	{
		GameManager.gameManager.CurrentState = GameManager.GameState.gameOver;
	}
}

 I have aa means of breaking out of the loop so I'm not sure why unity is crashing

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I dont know much about unity, but probably the issue is not that the loop is infinite, but that it never pauses so that input and other things can be processed.

 

Assuming such an infinite loop is the ideal way to handle constant updating in unity (look at some other peoples code to make sure you got it right) - is there some function in unity to pause the loop so it doesnt hog all the cpu?

 

this looks like it might work:

http://docs.unity3d.com/ScriptReference/WaitForSeconds.html

 

(eg call it once in the loop to wait a small time, so the loop runs at a finite rate, like ~30 FPS or whatever you want)

 

but again, make sure this is the correct way to handle things in unity. Are you sure you cant just put that code in the loop, into the "Update" method? (without the loop)

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I've tried using an iEnumerator but the sprite doesn't seem to move bettween the two points.

using UnityEngine;
using System.Collections;

public class EnemyStepController : MonoBehaviour 
{
	//Points to travel to and from
	public Transform[] targetPoints;

	public int time = 5;

	public IEnumerator StepMovement ()
	{
		for (int cnt = 0; cnt < targetPoints.Length; cnt++) 
		{
			transform.position = Vector3.Lerp (transform.position, 
			                                   targetPoints[cnt].position, 
			                                   time * Time.deltaTime);
		}

		if (Input.GetKey(KeyCode.Space))
		{
			GameManager.gameManager.CurrentState = GameManager.GameState.gameOver;
			yield break;
		}
	}

	void OnTriggerEnter2D (Collider2D col)
	{
		if (col.tag == "Player")
		{
			GameManager.gameManager.CurrentState = GameManager.GameState.gameOver;
		}
	}
}

Also, whenever I change the time variable in the inspector i get 3 of these errors

 

Unsupported type vector

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