Oh… wait I know why
You forgot to call the wrap thing!
Oh… wait I know why
You forgot to call the wrap thing!
---{0.331, 0},{0.252, 0}
local ShopButton = script.Parent
local ShopFrame = script.Parent.Parent.Parent.Parent.MainShop
ShopFrame.Visible = false
ShopButton.MouseButton1Click:Connect(function()
if ShopFrame.Visible == false then
ShopFrame:TweenPosition(UDim2.new(0.331, 0, 0.252, 0), "Out", "Linear", .5, true)
ShopFrame.Visible = true
ShopButton.Text = "Close"
coroutine.wrap(function()
for i = 1, 35 do
game.Lighting.UIBlur.Size += 1
wait(0.01)
end
end)()
else
ShopFrame:TweenPosition(UDim2.new(1, 0, 0.252, 0), "Out", "Linear", .5, true)
wait(.5)
ShopFrame.Visible = false
ShopButton.Text = "Shop"
coroutine.wrap(function()
for i = 1, 35 do
game.Lighting.UIBlur.Size -= 1
wait(0.01)
end
end)()
end
end)
Try This
Is it working?
Why not use TweenService
instead of a for loop? Also the coroutine is pointless since it’s event based.
The TweenService is annoying to me, as whenver I use
like, i use it for stuff like this , but really nothing else.
It’s much easier though:
local Lighting = game:GetService('Lighting')
local TweenService = game:GetService('TweenService')
local Blur = Lighting:WaitForChild('UIBlur')
TweenService:Create(Blur, TweenInfo.new(0.5), {
Size = 35
}):Play()
I find loops more simple for increasing variables.
I only use tweening for Vector3 and UDim2 stuff.