sswwqqaa
sswwqqaa

Reputation: 1616

Unity Coroutine Wait Until true for x seconds

I wanted to implement something that works similar to yield return new WaitUntil(() => Check());, but with one extra addition. After the Check() condition is met it should wait x seconds checking every frame if the condition is still true.

This is my implementation:

private IEnumerator CheckCor(float waitTime)
{
    bool checkFlag = true;
    bool checkFlag2;
    float whileTime;
    while (checkFlag)
    {
        yield return new WaitUntil(() => Check());
        checkFlag2 = true;
        whileTime = waitTime;
        while (whileTime > 0)
        {
            if (!Check())
            {
                checkFlag2 = false;
            }
            whileTime -= Time.deltaTime;
            yield return null;
        }
        if (checkFlag2)
        {
            checkFlag = false;
        }
    }
}

where Check() is

private bool Check();

My implementation is working perfectly fine, but it seems a bit long.

Is there any shorter way to achieve the same behavior?

(Also making it universal would be a plus e.g. yield return WaitUntilForSeconds(Check(), 3f);, where Check() is the condition and 3f is time to check every frame for the condition. I'm guessing it could be done using CustomYieldInstruction, but I'm not sure how it works.)

Upvotes: 2

Views: 3520

Answers (1)

Ruzihm
Ruzihm

Reputation: 20249

It's not too bad to implement this as a CustomYieldInstruction. Pass in the checker as a Func<bool>, keep a flag to remember if you've started the timer yet or not, and reset that flag if the check function returned false at any point. You can even accept a Func<float> to call when the timer is reset with how much time was remaining:

using UnityEngine;

public class WaitUntilForSeconds: CustomYieldInstruction
{
    float pauseTime;
    float timer;
    bool waitingForFirst;
    Func<bool> myChecker;
    Action<float> onInterrupt;
    bool alwaysTrue;

    public WaitUntilForSeconds(Func<bool> myChecker, float pauseTime, 
            Action<float> onInterrupt = null)
    {
        this.myChecker = myChecker;
        this.pauseTime = pauseTime;
        this.onInterrupt = onInterrupt;

        waitingForFirst = true;
    }

    public override bool keepWaiting
    {
        get
        {
            bool checkThisTurn = myChecker();
            if (waitingForFirst) 
            {
                if (checkThisTurn)
                {
                    waitingForFirst = false;
                    timer = pauseTime;
                    alwaysTrue = true;
                }
            }
            else
            {
                timer -= Time.deltaTime;

                if (onInterrupt != null && !checkThisTurn && alwaysTrue)
                {
                    onInterrupt(timer);
                }
                alwaysTrue &= checkThisTurn;

                // Alternate version: Interrupt the timer on false, 
                // and restart the wait
                // if (!alwaysTrue || timer <= 0)

                if (timer <= 0)
                {
                    if (alwaysTrue)
                    {
                        return false;
                    }
                    else 
                    {
                        waitingForFirst = true;
                    }
                }
            }

            return true;
        }
    }
}

Then, you can just use

yield return new WaitUntilForSeconds(Check, 3f);

// or

yield return new WaitUntilForSeconds(Check, 3f, (float t) => {Debug.Log($"Interrupted with {t:F3} seconds left!");});

And if you need a parameter for the checker, you can use a parameterless lambda:

yield return new WaitUntilForSeconds(() => Check(Vector3.up), 3f);

And, as usual for lambdas, be aware of any variable capture you do.


If you don't want an entire CustomYieldInstruction, I would just use another WaitUntil for the pause:

private IEnumerator CheckCor(float waitTime)
{
    bool stillWaiting = true;
    while (stillWaiting)
    {
        yield return new WaitUntil(() => Check());

        float pauseTime = waitTime;
        yield return new WaitUntil(() =>
        {
            pauseTime -= Time.deltaTime;
            stillWaiting = !Check();
            return stillWaiting || pauseTime <= 0;
        });

        if (stillWaiting)
        {
            // Stuff when pause is interrupted goes here
        }
    }

    // Stuff after pause goes here
}

Upvotes: 5

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