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Question by UnityNoob123 · Feb 08, 2017 at 06:10 AM · passing

How to pass vars into functions

Hello, I am trying to pass a variable into a function but I am not sure what the variable should be. If you reference my code I am trying to pass the var movement variable to my IEnumerator slowMoveTime function. Thanks for the help.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class slowMovement : MonoBehaviour {
 
     public int damage;
     public float time;
     public float speed;
     // Use this for initialization
     void Start () {
 
     }
 
     // Update is called once per frame
     void Update () {
     }
 
     void OnTriggerEnter (Collider col) {
        if (col.GetComponent<Collider>().tag == "LocalPlayer") {
             Debug.Log ("hit the remoteplayer");
             var hit = col.gameObject;
             var health = hit.GetComponent<Health> ();
             var movement = hit.GetComponent<PlayerController> ();
             if (health != null) {
                 health.TakeDamage (damage);
             }
             if (movement != null) {
                 movement.speed = speed;
                 StartCoroutine(slowMoveTime (time, movement));
             }
 
             Destroy (gameObject);
         }  
 
     }
 
     IEnumerator slowMoveTime  (float time,"what goes here" movement) {
         yield return new WaitForSeconds (time);
     }
 }
 
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Answer by HarshadK · Feb 08, 2017 at 06:28 AM

Based on theline:

 var movement = hit.GetComponent<PlayerController> ();

your movement variable is of type PlayerController, which is the type you need to set for the coroutine. So your coroutine definition becomes:

 IEnumerator slowMoveTime  (float time, PlayerController movement) {

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