Custom Coroutines – Working!

So for the past few weeks I’ve been working on implementing a new state system. I originally was testing out a state system using coroutines and while they have many powerful features, they also have draw backs that make them hard to work with.

Our current implementation was using delegates, which are powerful for switching states easily. Delegates work and are cool, but I was missing all the great features that coroutines brought to the table.

Now, we have our own custom implementation of coroutines, with none of the draw backs of Unity’s built in coroutines. All the good things, none of the bad! Win win.

I have hooked the custom coroutine state system into the game now and it works amazingly well, and it opens up so many more possibilities for creating complicated timing and state setup, with less code and are less error prone. Basically they are the shit when it comes to improving the combat system, as well as other aspects of the game.

Pretty stoked at the moment. :D

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