Thank you for supporting coroutines now!
It might be my own use case is a bit more special, but I want to use ISB for turn-based robots. This way I could write, for example, a program like this:
While True
robot.WalkForward()
robot.Turn90DegreesRight()
EndWhile
WalkForward() and Turn90DegreesRight() pause the execution of the program and let the game do some transitions; so they automatically call an internal Tick() method. As this is an infinite loop, the robot would now walk in a circle forever. In my game Terrobot I achieved this by adding finer control to the ISB engine, so I can run the engine for a single step only, and continue it in the same frame if I wanted, or in the next.
With the current implementation (with the Coroutine as parameter) I couldn't find out how to achieve the same. I'd understand though if that's out of the scope of ISB.
Thank you for supporting coroutines now!
It might be my own use case is a bit more special, but I want to use ISB for turn-based robots. This way I could write, for example, a program like this:
WalkForward() and Turn90DegreesRight() pause the execution of the program and let the game do some transitions; so they automatically call an internal Tick() method. As this is an infinite loop, the robot would now walk in a circle forever. In my game Terrobot I achieved this by adding finer control to the ISB engine, so I can run the engine for a single step only, and continue it in the same frame if I wanted, or in the next.
With the current implementation (with the Coroutine as parameter) I couldn't find out how to achieve the same. I'd understand though if that's out of the scope of ISB.