@icoso_games If I just want to see if some part of the code is reached, I use a breakpoint or a conditional breakpoint. Also saves me from having to recompile or restart the game if it's a change that can't be handled by VS's Edit & Continue.
@BinaryImpactG Why are you using all those extra spaces in the function calls (e.g. newTimer.Start ( this ))? Seems completely unnecessary and goes against every C# style guide I've ever seen. There's also some other issues in the snippet the IDE seems to be warning you about.
@rocket2guns @BinaryImpactG That's an even more important point than the stylistic issues, having stepped in the coroutine pool of spaghetti back when I was getting started with Unity I would never recommend it to anyone, especially not for something like this.
@regenerateleft @BinaryImpactG I don't think it's good to teach bad practices to beginners. I'd also argue that doesn't make it any more readable, as that's not the way brackets are used in natural language, math or anywhere really.
@regenerateleft The way I see it, a consistent, "standardized" style improves legibility. You're going to run into correctly formatted code (at the very least in Unity documentation or tutorials), and have to be able to read it even if you used this style of formatting in your own code.
@regenerateleft I'm not saying coroutines should never be used, my point is that they have significant caveats one should be aware of. I've myself caused myself a lot of headaches in the past by overusing them, when there would've been simpler and less GC-heavy approaches available.
@DanilShel1 Dirty bombs will be given a new purpose in the upcoming faction overhaul, but we're still a bit unsure about the dementonite tools - they're pretty niche, and with so many other ways to speed up repairs, not that necessary either.