Coroutine in extension method

I wrote an extension method to make the object move over time. This works well; however, since the object performs this task for a certain period of time, it ignores all other calls, such as my update method. I guess I need to do something with Coroutine, but I can't figure out where this is going. How can I do the following code work without preventing the syntax of another code from starting (for example, the Update () method)? A simplified version is as follows:

==================================================== ==================================

//The following script is attached to the GameObject
[RequireComponent(typeof(Rigidbody2D)]
public class MyBehaviour : MonoBehaviour
{
    void Start()
    {
        rigidbody2D.MoveOverTime();
    }

    void Update(){
        rigidbody2D.MovePosition(transform.position.x + 1, transform.position.y);
    }
}

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//The following script is not attached to anything
public static class Rigidbody2DExtension
{
    public static void MoveOverTime(this Rigidbody2D rigidbody2D)
    {
       gameObject.addComponent<MoveOverTimeComponent>();
    }
}

[RequireComponent(typeof(Rigidbody2D)]
class MoveOverTimeComponent : MonoBehaviour
{
    void Update(){
        MovePositionByALittleBit();
    }

    void MovePositionByALittleBit(){
        float x = transform.position.x + 1;
        float y = transform.position.y;
        rigidbody2D.MovePosition(new Vector2(x, y));
    }
}
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Updates(). Updates() MonoBehaviours .

, gameObject.addComponent<MoveOverTimeComponent>(); GameObject ( ), GameObject Update().

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