I'm working on Unity3d project where the floor has to unfold gradually. I created a script FloorModule.cs where using coroutine the floor tiles are laying out gradually. Each next module has to unfold right after previous is completed. There for I created Spawner.cs to loop a new FloorModule.cs right after previous one is completed.
I can't seem to get my head around how to use coroutine to synchronize the mainloop (Spawner.cs) with subloop on prefab (FloorModule.cs).
Here is the link to the example https://1drv.ms/u/s!AkVZpIE6f1GV4M5Ju7G5zPOrQcCe8w?e=QrghRT
P.S. In given example, as loop goes forward I'm using "Reference.cs" class to change some variable values .
FloorModule.cs
public class FloorModule : MonoBehaviour
{
public float zSpacer = 0f;
public int instPrefabCount;
public Transform spawnPoint;
public int lenght = 15;
public int width = 5;
public GameObject floorTiles;
void Start()
{
spawnPoint = GetComponent<Transform>();
StartCoroutine(FwFloorDelay(spawnPoint));
}
public IEnumerator FwFloorDelay(Transform origin)
{
for (int l = 0; l < lenght; l++)
{
float xAngle = 90;
float yPos = 0;
float zPos = 0 + l;
for (int w = 0; w < width; w++)
{
int xSelection = Random.Range(0, 6);
GameObject xFloor = Instantiate(floorTiles, origin);
TileStatusNames(xFloor, l, w);
// defining positiona and angles
float xPos = w + (zSpacer * w);
xFloor.transform.localEulerAngles = new Vector3(xAngle, 0, 0);
xFloor.transform.localPosition = new Vector3(xPos, yPos, zPos);
yield return new WaitForSeconds(.05f);
}
}
Spawner.cs
public class Spawner : MonoBehaviour
{
public GameObject FloorModPrefab;
public References[] referenceScript;
void Start()
{
StartCoroutine(SpawnModules());
}
IEnumerator SpawnModules()
{
for (int i = 0; i < referenceScript.Length; i++)
{
referenceScript[i].instance =
Instantiate(FloorModPrefab, referenceScript[i].ref_spawnPoint.position, referenceScript[i].ref_spawnPoint.rotation);
referenceScript[i].ref_instFloorModCount = i + 1;
referenceScript[i].Setup();
yield return new WaitForSeconds(5f);
}
}
}
References.cs
[Serializable]
public class References
{
FloorModule prefabObjScript;
public GameObject instance;
public int ref_instFloorModCount;
public Transform ref_spawnPoint;
public int ref_Width = 5;
public int ref_Lenght = 15;
public void Setup()
{
// Get references to the components.
prefabObjScript = instance.GetComponent<FloorModule>();
// Set the player numbers to be consistent across the scripts.
prefabObjScript.instPrefabCount = ref_instFloorModCount;
prefabObjScript.spawnPoint = ref_spawnPoint;
prefabObjScript.width = ref_Width;
prefabObjScript.lenght = ref_Lenght;
}
}
I tried to use coroutines unfortunately in given context I realize it's impossible for me to resolve this task.
You can yield a coroutine from within another coroutine.
Changes to your Code
In References change public GameObject instance;
to public FloorModule instance;
In Spawner change public GameObject FloorModPrefab;
to public FloorModule FloorModPrefab;
Remove the code from Start
of FloorModule
.
Modify FwFloorDelay
to
public IEnumerator FwFloorDelay(Transform origin = null)
{
if (origin == null)
{
origin = transform;
}
...
}
In SpawnModules
, chain the floor delay coroutine
IEnumerator SpawnModules()
{
for (int i = 0; i < referenceScript.Length; i++)
{
...
yield return referenceScript[i].instance.FwFloorDelay();
}
}