Base class for custom yield instructions to suspend coroutines.
CustomYieldInstruction lets you implement custom yield instructions
to suspend coroutine execution until an event happens. Under the hood, custom yield
instruction is just another running coroutine. To implement it, inherit from
CustomYieldInstruction class and override keepWaiting property. To keep
coroutine suspended return true
. To let coroutine proceed with execution return
false
. keepWaiting property is queried each frame after MonoBehaviour.Update
and before MonoBehaviour.LateUpdate.
This class requires Unity 5.3 or later.
To keep coroutine suspended, return true
. To let coroutine proceed
with execution, return false
.
// Example showing how a CustomYieldInstruction script file // can be used. This waits for the left button to go up and then // waits for the right button to go down. using System.Collections; using UnityEngine;
public class ExampleScript : MonoBehaviour { void Update() { if (Input.GetMouseButtonUp(0)) { Debug.Log("Left mouse button up"); StartCoroutine(waitForMouseDown()); } }
public IEnumerator waitForMouseDown() { yield return new WaitForMouseDown(); Debug.Log("Right mouse button pressed"); } }
The following script implements the overridable version of
keepWaiting
. This c# implementation can be used by JS.
In this case make sure this c# script is in a folder such as Plugins
so it is
compiled before the JS script example above.
using UnityEngine;
public class WaitForMouseDown : CustomYieldInstruction { public override bool keepWaiting { get { return !Input.GetMouseButtonDown(1); } }
public WaitForMouseDown() { Debug.Log("Waiting for Mouse right button down"); } }
using System.Collections; using UnityEngine; using System;
// Implementation of WaitWhile yield instruction. This can be later used as: // yield return new WaitWhile(() => Princess.isInCastle); class WaitWhile1 : CustomYieldInstruction { Func<bool> m_Predicate;
public override bool keepWaiting { get { return m_Predicate(); } }
public WaitWhile1(Func<bool> predicate) { m_Predicate = predicate; } }
To have more control and implement more complex yield instructions you can inherit directly from System.Collections.IEnumerator
class. In this case, implement MoveNext()
method the same way you would implement keepWaiting property. Additionally to that, you can also return an object in Current
property, that will be processed by Unity's coroutine scheduler after executing MoveNext()
method. So for example if Current
returned another object inheriting from IEnumerator
, then current enumerator would be suspended until the returned one has completed.
using System; using System.Collections;
// Same WaitWhile implemented by inheriting from IEnumerator. class WaitWhile2 : IEnumerator { Func<bool> m_Predicate;
public object Current { get { return null; } }
public bool MoveNext() { return m_Predicate(); }
public void Reset() {}
public WaitWhile2(Func<bool> predicate) { m_Predicate = predicate; } }
keepWaiting | Indicates if coroutine should be kept suspended. |