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public static IEnumerator

Hi all. What I am basically trying to do is take a bunch of functions out of one of my scripts and put them into their own script, basically turning them into my own little library. For the most part I have gotten this to work. The only thing I can't seem to get to work is the IEnumerator. I have figured out that I can't call it with StartCoroutine as that appears to be a non-static member trying to call a static member. I think I have the call right, the problem is the raycast inside of it. Since this script isn't attached to anything, I'm not 100% sure the raycast I have inside of it is doing anything. Any suggestions on the direction I should head in would be greatly appreciated. Code follows:

public static IEnumerator DisableInput(GameObject[] gos, RaycastHit hitItem)
{
    LearningObject snd;
    snd = hitItem.collider.gameObject.GetComponent("LearningObject") as LearningObject;
    float soundDuration = snd.audio.clip.length;

    if(snd.hasSound && snd.audio.isPlaying)
    {  
       for(int i = 0; i < gos.Length; i++)
       {               
         gos[i].layer = 2;
         print("You are now on the ignore raycast layer");
       }

       yield return new WaitForSeconds(soundDuration);

       for(int j = 0; j < gos.Length; j++)
       {
         gos[j].layer = 0;
       }
       print("You are back on the default layer.");
    }
}

public static void LoopThroughObjects(GameObject[] gos, ArrayList myList, RaycastHit hitItem, MonoBehaviour instance)
{
    for(int i = 0; i < gos.Length; i++)
    {
       print("The count of the arraylist is now at: " + myList.Count);
       print("The object that was just clicked is: " + hitItem.collider.gameObject.name);

       if(hitItem.collider.gameObject == gos[i])
       {
         bool foundit = false;

         for(int j = 0; j < myList.Count; j++)
         {
          print("i equals " + i + " and j is " + j);
          if(gos[i] == myList[j])
          {
              foundit = true;
              print("Found it is now set to " + foundit );
              break;
          }
         }

         if(!foundit)
         {
          myList.Add(hitItem.collider.gameObject);
          print("The items in the array are now " + myList.Count);
          instance.StartCoroutine(DisableInput(gos, hitItem));
         }
       }
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asked Jul 06 '11 at 02:20 PM

dibonaj gravatar image

dibonaj
253 15 17 17

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1 answer: sort voted first

Coroutines actually run on MonoBehaviour instances, so you need to pass a reference of such an instance to your LoopThroughObjects function that is used to run the corouting on.

Besides that, watch out because "print" is only available in classes that derives from MonoBehaviour. I use always Debug.Log since it works everywhere.

It's no problem to call a static coroutine, but StartCoroutine is a member function of MonoBehaviour so you need an instance ;)

edit

public static void LoopThroughObjects(GameObject[] gos, ArrayList myList, RaycastHit hitItem, MonoBehaviour instance)
{
    [...]
    instance.StartCoroutine(DisableInput(gos));
    [...]
}

To call this function from another script (which is a true instance of a class that is derived from MonoBehaviour) do:

MyLibrary.LoopThroughObjects(goArray, myList, hit, this);

this will give you the reference to the instance of the class you're actually in.

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answered Jul 06 '11 at 02:34 PM

Bunny83 gravatar image

Bunny83
66.9k 22 68 268

Just some further hints:

  • I would replace the slow untyped ArrayList with a List<GameObject>
  • Your whole inner for-loop can be replaced by myList.Contains( hitItem.collider.gameObject ) which returns true when it's in the list ;)
Jul 06 '11 at 02:45 PM Bunny83

I've not done anything like that before (or if I have I am unaware of it). Can you give an example or point me in the right direction of the unity reference for passing a reference of that monobehaviour instance.

Also, thanks for the warning on print(). I will keep that in mind.

Jul 06 '11 at 02:48 PM dibonaj

Thank you very much. I updated my code to show the working version. I appreciate the help.

Jul 06 '11 at 03:08 PM dibonaj

I would also like to note that I followed your suggestion and went with the generic list instead of the arrayList. Got rid of the complete inner loop and a variable in the process. The less number of variables that happier I am :D

Jul 06 '11 at 06:07 PM dibonaj
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asked: Jul 06 '11 at 02:20 PM

Seen: 3218 times

Last Updated: Jul 06 '11 at 06:07 PM