I really like the coroutine pattern in unity but unfortunately it’s not possible to directly extend it. What I would really like is to be able to write cut scene and NPC logic in a single routine, but I need to do things like wait for an animation to complete or an AI task goal to be achieved. Not being able to write my own YieldInstructions I took to the keyboard and wrote an extended coroutine system that uses as Unity’s existing stuff as a base. Working with UnitySerializer and RadicalRoutineHelper all the coroutines that use this method can be automatically loaded and continue from the point they were saved with local variables intact. Now that is a pretty big deal because you can now make state machines that do complex stuff in coroutines and still be able to save the game at any time and know that your state will be returned exactly as you left it. Many people avoid coroutines when they know that they will have to save the game because of the complexity of getting back to the desired point – with Unity Serializer and RadicalRoutine you no longer have that problem.
Radical Coroutines are now a part of Unity Serializer and this documentation refers to that version.
RadicalRoutine.Run(yourEnumeratorFunction());
Note it only works with the none “text” based version of StartCoroutine at the moment.
Now you can write your own classes that indicate the completion status, they inherit from CoroutineReturn and can set or override two key values.
- finished – set to true / or override and return true when the action has finished
- cancel – set to true / or override and return true if you want the whole coroutine to be aborted
I’ve included one that waits for a part of an animation (end or some point in the middle) to complete and a version that waits for the weight of some animation to reach a value (I use this to keep my blended animations smooth in cut scenes). It’s called WaitForAnimation and there’s an extension class that adds methods to GameObject: gameObject.WaitForAnimation(name, normalizedTime /* default 1f */) and gameObject.WaitForAnimationWeight(name, weight /* default 0f */);
You can also yield any standard Unity YieldInstruction like WWW, WaitForSeconds etc.
You can use the coroutine functions from c# or javascript.
gameObject.StartExtendedCoroutine(yourEnumeratorFunction());
Can be used to start a coroutine whose life is tied to a particular gameObject (in the same way as normal coroutine), the same is possible for MonoBehaviours and components.
In JavaScript you have to call:
RadicalRoutineExtensions.StartExtendedCoroutine(yourBehaviourOrGameObject, yourEnumeratorFunction());
Example
Here’s an example of me using the extensions to run a complete sequence for an NPC. Obviously in this example I’m calling routines in my game that aren’t listed, but they all return CoroutineReturn instances that pause execution until the task is complete. You can see me using the WaitForAnimation and WaitForAnimationWeight methods directly.
What I want to do is move my character over to a table, pick up an envelope, show it to the player and then put it back down again afterwards.
IEnumerator MoveToPosition_EnterState() { Vector3 envAngle; //Store the current position of the envelope to be picked up var rot = msg.transform.rotation; var parent = msg.transform.parent; var pos = msg.transform.position; //Find the point that will carry the envelope var ch = gameObject.GetComponentInChildren(); //Move the character to the envelope's location yield return MoveTo((lookPt = msg.transform.Find("EnvelopeLook")).position); //Look at the envelope yield return RotateTo(envAngle = lookPt.rotation.eulerAngles); yield return new WaitForSeconds(0.3f); //Play the pickup animation Animate("pick_up_from_table"); //Wait until half way through yield return gameObject.WaitForAnimation("pick_up_from_table",0.5f); //Put the envelope in the carry point msg.transform.parent = ch.transform; msg.transform.localPosition = Vector3.zero; msg.transform.localRotation = Quaternion.Euler(0,0,0); //Wait for the pickup animation to complete yield return gameObject.WaitForAnimation("pick_up_from_table"); yield return new WaitForSeconds(0.2f); //Turn to face the camera yield return RotateTo(new Vector3(0,10,0)); //Wait for the rotation animations to complete yield return gameObject.WaitForAnimationWeight("left_turn"); //Without a specified second parameter waits for 0 yield return gameObject.WaitForAnimationWeight("right_turn"); //Play the excited animation yield return Animate("excited"); yield return new WaitForSeconds(0.5f); //Raise the hand containing the envelope yield return Animate("hand_raising"); yield return new WaitForSeconds(1.5f); yield return Animate("hand_raising"); yield return new WaitForSeconds(2.5f); //Wave move dramatically yield return Animate("waving"); yield return new WaitForSeconds(0.5f); //Turn around to face the table yield return RotateTo(envAngle); //Play the pickup animation Animate("pick_up_from_table"); //Wait for it to be 40% complete yield return gameObject.WaitForAnimation("pick_up_from_table",0.4f); //Put the envelope back on the table msg.transform.parent = parent; msg.transform.position = pos; msg.transform.rotation = rot; //Wait for the animation to complete yield return gameObject.WaitForAnimation("pick_up_from_table"); //Rotate to face the camera yield return RotateTo(new Vector3(0,10,0)); //Look over shoulder at envelope yield return Animate("looking_behind"); //Sigh yield return Animate("relieved_sigh"); yield return new WaitForSeconds(1); //Finish activity BlackboardComplete(); }
Additional
You can also call RadicalRoutine.Create(yourCoRoutineFunction()) which returns an RadicalRoutine instance that can be cancelled. To use that you pass the instances enumerator property to StartCoroutine like this:
r = RadicalRoutine.Create(myRoutine());
r.Run();
…
r.Cancel(); //Abort on the next iteration
Also the RadicalRoutine has events for cancellation and completion called Cancelled and Finished.