Start coroutines when the class is not a MonoBehaviour
I made a simple rig that moves stuff over time like this:
 Transform from;
         Transform to;
         float overTime;
         IUIAnimationEvent chain;
         public delegate void UIchain();
         public event UIchain NEXT_FUNCTION;
         public MoveAction(Transform from, Transform to, float overTime, IUIAnimationEvent chain)
         {
             this.from = from;
             this.to = to;
             this.overTime = overTime;
             this.chain = chain;
         }
         public void Move()
         {
             MonoBehaviour _lead = new MonoBehaviour();
             if (moveRoutine != null)
             {
                 _lead.StopCoroutine(moveRoutine);
             }
             moveRoutine = _Move(from, to, overTime);
             _lead.StartCoroutine(moveRoutine);
         }
         IEnumerator _Move(Transform from, Transform to, float overTime)
         {
             Vector2 original = from.position;
             float timer = 0.0f;
             while (timer < overTime)
             {
                 float step = Vector2.Distance(original, to.position) * (Time.deltaTime / overTime);
                 from.position = Vector2.MoveTowards(from.position, to.position, step);
                 timer += Time.deltaTime;
                 yield return null;
             }
             if(NEXT_FUNCTION != null)
             {
                 NEXT_FUNCTION();
             }
         }
However, to make it work like I wish, I have to instantiate them, so they can't be a MonoBehaviour. Notice what I did with the _lead variable. I made it so I could start coroutines like any other. If my class is NOT a MonoBehaviour, how to start a coroutine from it? Or if that isn't possible, how to instantiate classes that ARE MonoBehaviour? I noticed the use AddComponent instead, but the classes are not components. They are used by another component.
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