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Question by Sylvine · Sep 28, 2015 at 01:59 PM · coroutineargument

Function as argument

Is it possible to pass a function as an argument ? I've tried searching for this but I find things that are not related to what I'm looking for.

I've got a coroutine used to fill a progression bar. As long as the player hold the action key, the process carry on. When the progress bar is full, the coroutine trigger a function.

It look like this :

 IEnumerator ProgressBar(RaycastHit hit)
     {
         int actionProgress = 1;
         while((Input.GetButton("Action"))){
             yield return new WaitForSeconds(0.03f);
             actionProgress++;
             if(actionProgress >= 100) doSomething(hit);
             yield return null;
         }
     }

Now I want to use this coroutine for multiple action, opening a door, planting a bomb or whatever. Is it possible to call my function like this :

 StartCoroutine(ProgressBar(hit, some-function);
 
     IEnumerator ProgressBar(RaycastHit hit, Function func)
     {
         int actionProgress = 1;
         while((Input.GetButton("Action"))){
             yield return new WaitForSeconds(0.03f);
             actionProgress++;
             if(actionProgress >= 100) func(hit);
             yield return null;
         }
     }

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Answer by vladrybak · Sep 28, 2015 at 03:08 PM

You can use System.Action to do that.

 void DoSomething(RaycastHit  hit){
     Debug.Log("Doing something");
 }
 IEnumerator ProgressBar(RaycastHit hit, System.Action<RaycastHit> func){
   func(hit);
   yield break;
 }
 void Start(){
   RaycastHit hit = new RaycastHit();
   System.Action<RaycastHit> func = DoSomething;
   StartCoroutine(ProgressBar(hit, func));
 }

And if you want more complicated behaviour, learn about delegates.

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avatar image Sylvine · Sep 28, 2015 at 04:35 PM 0
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That's exactly what I was looking for, thank you !

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