Unity Coroutines: Returning Values After Completion
In Unity, coroutines are commonly used for asynchronous tasks. However, they pose challenges when attempting to return values after they finish. Consider the following scenario:
Problem: A script initiates a POST request using a coroutine, but requires the return of a value when the request completes. However, the "return" statement executes before the coroutine finishes, resulting in incorrect values.
Solution: Callback via Action Delegate
1. Create an Action Delegate:
public delegate void RequestStatusCallback(int status);
2. Initiate the Request with a Callback:
In the script's Start() or Update() method, initiate the coroutine and provide the callback:
WWW www = new WWW("http://google.com"); StartCoroutine(WaitForRequest(www, (status) => { print(status.ToString()); }));
3. Implement the WaitForSeconds Coroutine:
private IEnumerator WaitForRequest(WWW www, RequestStatusCallback callback) { int tempInt = 0; yield return www; if (string.IsNullOrEmpty(www.error)) { if(!string.IsNullOrEmpty(www.text)) { tempInt = 3; } else { tempInt=2; } } else { print(www.error); tempInt=1; } callback(tempInt); }
4. Use the Callback to Update Values:
The callback provides access to the status value, allowing you to update variables or perform other subsequent actions based on the request's outcome.
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