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Question by DrInternet · Nov 17, 2014 at 11:30 PM · coroutine

How to wait for coroutine's end from another class

Hello,

I would like to halt the execution until some coroutine (from another class) is done. So something like:

  IEnumerator testo(){
         //do stuff
         yield return StartCoroutine(someClass.someCoroutine());
         //do stuff after someCoroutine is done
     }

But obviously compiler won't allow such code. Is there some workaround?

EDIT: typos

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avatar image Linus · Nov 18, 2014 at 12:13 AM 0
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I think using events would be a good solution http://unity3d.com/learn/tutorials/modules/intermediate/scripting/events

But so far I have simply used a variable on other class to see if what I need done is done. Still, I think events would be better

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Answer by Addyarb · Nov 18, 2014 at 12:21 AM

Just check if the event is done with a public bool.

 using UnityEngine;
 using System.Collections;
 
 public class MoveObjectWithButton : MonoBehaviour {
     public bool eventIsDone = false;
 
 
     IEnumerator WaitForSomething(){
         eventIsDone = false;
         yield return new WaitForSeconds(5);
         eventIsDone = true;
     }
 }

Or, if you just want a bool to trigger a StartCoroutine, try this:

 using UnityEngine;
 using System.Collections;
 
 public class MoveObjectWithButton : MonoBehaviour {
 
     public bool startEventEnunerator = false;
 
     void Update(){
         if (startEventEnunerator) {
             StartCoroutine(WaitForSomething());
                 }
     }
     IEnumerator WaitForSomething(){
 
         yield return new WaitForSeconds(5);
 
     }
 }
 


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