Reputation: 2080
I'm making an event that does the failLevel stuff when it fires off. For that I have made a delegate
public delegate Coroutine FailGame(IEnumerator function);
public static event FailGame gameFailedEvent;
like so and I subscribed the appropriate function to it
void Start ()
{
gameFailedEvent += StartCoroutine;
}
It works when it is called from the same script like so:
gameFailedEvent(WaitThenFailLevel());
when this WaitThenFailLevel() looks like this:
IEnumerator WaitThenFailLevel()
{
CharacterController2D.playerDied = true;
if (CharacterController2D.animState != CharacterController2D.CharAnimStates.fall)
{
CharacterController2D.currentImageIndex = 0;
CharacterController2D.animState = CharacterController2D.CharAnimStates.fall;
}
CharacterController2D.movementDisabled = true;
yield return new WaitForSeconds(0.2f);
StartCoroutine(ScaleTime(1.0f, 0.0f, 1.2f));
}
It works fine here. Now, I have another object that can kill the player (dangerous times I know) and I don't want to copy paste everything again, I just want it to fire off the static event made in the script above.
I DID try making the WaitThenFailGame function
public static
and make static all my other ienumerators but I got an error named "An object reference is required for non-static field..." Hence I tried the event stuff. All well and fine, but I can't call the event from the other script because I can't pass it the function from the script mentioned. What to do now?
Upvotes: 1
Views: 1407
Reputation: 2130
using UnityEngine;
public class ScriptA : MonoBehaviour
{
public ScriptB anyName;
void Update()
{
anyName.DoSomething();
}
}
using UnityEngine;
public class ScriptB : MonoBehaviour
{
public void DoSomething()
{
Debug.Log("Hi there");
}
}
This is linking functions between scripts , Copied from Here, maybe coroutines are the same, Then you need to start the coroutine in void Start() {}
, You may find this useful as well.
Upvotes: 1
Reputation: 10720
Here is the example code:
EventContainor.cs
public class EventContainer : MonoBehaviour
{
public static event Action<string> OnGameFailedEvent;
void Update()
{
if (Input.GetKey(KeyCode.R))
{
// fire the game failed event when user press R.
if(OnGameFailedEvent = null)
OnGameFailedEvent("some value");
}
}
}
Listener.cs
public class Listener : MonoBehaviour
{
void Awake()
{
EventContainer.OnGameFailedEvent += EventContainer_OnGameFailedEvent;
}
void EventContainer_OnGameFailedEvent (string value)
{
StartCoroutine(MyCoroutine(value));
}
IEnumerator MyCoroutine(string someParam)
{
yield return new WaitForSeconds(5);
Debug.Log(someParam);
}
}
Upvotes: 1