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Error using coroutines for game phases.
Goal
My goal is to use coroutines for handling flow of game state for a multi-player card game.
Problem
I don't seem to understand the nature of coroutines correctly. In order to model my domain without the trouble of involving MonoBehavior any more than necessary, I opted for a CoroutineRunner class that takes the pain so that the rest of the code doesn't have to.
Hello, I am working to learn to use coroutines for managing sequences of events. For now, I'm trying to prototype this functionality but I am running into some problems.
I hope that this example is clear enough. I have a Game object that calls Phases that call Events. Again, this is a proof of concept for me to get my head wrapped around programming phases of a turn-based game using coroutines for state.
The problem that I'm facing at the moment is the error: MissingMethodException: The best match for method RunCoroutine has some invalid parameter. Naturally, I can see that the CoroutineMethod type-hint is not the same as IEnumerator. But, I'm unclear as to what the nature of CoroutineMethod actually is. Any insight would be appreciated.
I would also love some insight as to ramifications of using this approach for managing phases of gameplay turns, etc. Any information would be appreciated.
CoroutineRunner
A MonoBehavior class that can be used to run coroutines when not using MonoBehavior derivatives in the domain.
I got this code from this blog post.
public class CoroutineRunner : MonoBehaviour
{
public delegate IEnumerator CoroutineMethod();
private IEnumerator RunCoroutine(CoroutineMethod coroutineMethod)
{
return coroutineMethod();
}
public Coroutine StartCoroutineDelegate(IEnumerator coroutineMethod)
{
return StartCoroutine("RunCoroutine", coroutineMethod);
}
}
Game
This class represents the game itself as a container for phases.
public class Game : MonoBehaviour
{
private CoroutineRunner _runner;
public void Start()
{
Debug.Log("Starting game...");
_runner = gameObject.GetComponent<CoroutineRunner>();
StartCoroutine(Routine());
}
private IEnumerator Routine()
{
var phase = new GameSetupPhase(_runner);
Debug.Log("Beginning new event...");
yield return StartCoroutine(phase.Routine());
Debug.Log("end");
}
}
GameSetupPhase
The represents a phase of the game.
public class GameSetupPhase
{
private readonly CoroutineRunner _runner;
public GameSetupPhase(CoroutineRunner runner)
{
_runner = runner;
}
public IEnumerator Routine()
{
Debug.Log("Defining sequence of phase...");
var e = new InitializeGameStateEventRoutine(_runner);
yield return _runner.StartCoroutineDelegate(e.Routine());
Debug.Log("phase sequence complete...");
}
}
InitializeGameStateEventRoutine
This represents the concept of a low level thing that needs to be done. Players need to draw 3 cards or something like that.
public class InitializeGameStateEventRoutine {
private CoroutineRunner _runner;
public InitializeGameStateEventRoutine(CoroutineRunner runner)
{
_runner = runner;
}
public IEnumerator Routine(CoroutineRunner runner) {
Debug.Log("Initializing game state...");
yield return new WaitForSeconds(5f);
}
}
Ultimately, I'd like to be able to set up the game, get players in, etc. Then, just do something like game.Start();
Then, the game knows to loop through a number of Phases, each time calling phase.Start();
or something like that. Then, each of the phases does the same until it's all done.
Answer by CatchCo · Mar 30, 2014 at 08:03 PM
The exception is trying to tell you that one of the methods you are calling does not have the correct Method signature as your delegate.
To be specific, your issue is at line 9 of the InitializeGameStateEventRoutine
class.
You'll have to change
``` public IEnumerator Routine(CoroutineRunner runner) { ... } ```
to
``` public IEnumerator Routine() { ... } ```
Your answer
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