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Question by Benjamin-Sims · Jan 14, 2018 at 06:44 PM · c#loopeventcoroutinesienumerator

Call Coroutine from value change event.

I have an event set up to fire a method when a bool value is changed. When I have the method and delegate set as voids they work perfectly, but then I set them as IEnumberators, the method doesn't get called.

 public class BasicDefault : MonoBehaviour, ITower {
     private bool _canFire;
     private float _fireRate = 5;
     private float _reloadTime;

     // Links CanFire to _canFire and OnCanFireEvent
     public bool CanFire {
         get { return _canFire; } 
         set {
             if (_canFire == value) {
                 return;
             }

             _canFire = value;

             OnCanFireEvent?.Invoke(value);
         }
     }

     public void Start () {
         OnCanFireEvent += FireTimer;
     }

     public void Update () {
         if (Input.GetKeyDown(KeyCode.B)) {
             CanFire = !CanFire;
         }
     }

     public void FindTarget () {
         throw new System.NotImplementedException();
     }

     public void Fire () {
         Debug.Log("Fire");
     }

     public IEnumerator FireTimer (bool canFire) {
         Debug.Log($"FireTimer called | canFire: {canFire}");
         if (canFire) {
             while (true) {
                 _reloadTime += Time.deltaTime;

                 if (_reloadTime >= _fireRate) {
                     _reloadTime = 0;
                     Fire();
                 }

                 yield return null;
             }
         }
     }

     // Set up OnCanFireEvent
     public delegate IEnumerator OnCanFireDelegate (bool value);

     public static event OnCanFireDelegate OnCanFireEvent;
 }

What I'm trying to do is have the tower wait 5 seconds after the CanFire bool being triggered, when true, then fire.

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Best Answer

Answer by pako · Jan 14, 2018 at 07:22 PM

A quick note: you can't "call" a coroutine, you must use StartCoroutine(IEnumeratorName).

It's also better to use WaitForSeconds(5f) inside the coroutine to wait for 5 seconds, instead of accumulating Time.deltaTime.

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

In any case, I think you can just create a new event handler to subscribe to OnCanFireEvent and inside the event handler, use StartCoroutine.

e.g.

 void FiringHandler(bool canFire)
 {
 
      StartCoroutine(FireTimer (canFire));
 
 }
 

Of course you'd need to change your delegate accordingly;

Sorry, I can't give you a complete answer, since I must admit that I haven't seen this syntax before: OnCanFireEvent?.Invoke(value) and I can't find any reference to decipher it.

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avatar image Benjamin-Sims · Jan 14, 2018 at 07:30 PM 1
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OnCanFireEvent?.Invoke(value) checks to make sure that OnCanFireEvent isn't null, and if it isn't, call Invoke(value)

avatar image Benjamin-Sims · Jan 14, 2018 at 08:07 PM 1
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Also, that got it working, thanks a lot!

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