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public static IEnumerator
Hi all. What I am basically trying to do is take a bunch of functions out of one of my scripts and put them into their own script, basically turning them into my own little library. For the most part I have gotten this to work. The only thing I can't seem to get to work is the IEnumerator. I have figured out that I can't call it with StartCoroutine as that appears to be a non-static member trying to call a static member. I think I have the call right, the problem is the raycast inside of it. Since this script isn't attached to anything, I'm not 100% sure the raycast I have inside of it is doing anything. Any suggestions on the direction I should head in would be greatly appreciated. Code follows:
public static IEnumerator DisableInput(GameObject[] gos, RaycastHit hitItem)
{
LearningObject snd;
snd = hitItem.collider.gameObject.GetComponent("LearningObject") as LearningObject;
float soundDuration = snd.audio.clip.length;
if(snd.hasSound && snd.audio.isPlaying)
{
for(int i = 0; i < gos.Length; i++)
{
gos[i].layer = 2;
print("You are now on the ignore raycast layer");
}
yield return new WaitForSeconds(soundDuration);
for(int j = 0; j < gos.Length; j++)
{
gos[j].layer = 0;
}
print("You are back on the default layer.");
}
}
public static void LoopThroughObjects(GameObject[] gos, ArrayList myList, RaycastHit hitItem, MonoBehaviour instance)
{
for(int i = 0; i < gos.Length; i++)
{
print("The count of the arraylist is now at: " + myList.Count);
print("The object that was just clicked is: " + hitItem.collider.gameObject.name);
if(hitItem.collider.gameObject == gos[i])
{
bool foundit = false;
for(int j = 0; j < myList.Count; j++)
{
print("i equals " + i + " and j is " + j);
if(gos[i] == myList[j])
{
foundit = true;
print("Found it is now set to " + foundit );
break;
}
}
if(!foundit)
{
myList.Add(hitItem.collider.gameObject);
print("The items in the array are now " + myList.Count);
instance.StartCoroutine(DisableInput(gos, hitItem));
}
}
Answer by Bunny83 · Jul 06, 2011 at 02:34 PM
Coroutines actually run on MonoBehaviour instances, so you need to pass a reference of such an instance to your LoopThroughObjects function that is used to run the corouting on.
Besides that, watch out because "print" is only available in classes that derives from MonoBehaviour. I use always Debug.Log since it works everywhere.
It's no problem to call a static coroutine, but StartCoroutine is a member function of MonoBehaviour so you need an instance ;)
edit
public static void LoopThroughObjects(GameObject[] gos, ArrayList myList, RaycastHit hitItem, MonoBehaviour instance)
{
[...]
instance.StartCoroutine(DisableInput(gos));
[...]
}
To call this function from another script (which is a true instance of a class that is derived from MonoBehaviour) do:
MyLibrary.LoopThroughObjects(goArray, myList, hit, this);
this
will give you the reference to the instance of the class you're actually in.
Just some further hints:
I would replace the slow untyped
ArrayList
with aList<GameObject>
Your whole inner for-loop can be replaced by
myList.Contains( hitItem.collider.gameObject )
which returns true when it's in the list ;)
I've not done anything like that before (or if I have I am unaware of it). Can you give an example or point me in the right direction of the unity reference for passing a reference of that monobehaviour instance.
Also, thanks for the warning on print(). I will keep that in $$anonymous$$d.
Thank you very much. I updated my code to show the working version. I appreciate the help.
I would also like to note that I followed your suggestion and went with the generic list ins$$anonymous$$d of the arrayList. Got rid of the complete inner loop and a variable in the process. The less number of variables that happier I am :D
What a completely thorough and simple answer. @Bunny83 I stumbled on this looking for a different solution to an issue I'm having when reporting from a static class, static coroutine and gave this a read. Couldn't have said it better myself upvote +1
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