who needs fancy cutscene scripting when IEnumerable is like, *right there*
who needs fancy cutscene scripting when IEnumerable is like, *right there*
by the way this is pretty much exactly how i did all the sequences in super bernie world (end of stage, castle drop, final boss, and death sequences)
i just didn't have the same tidy scaffolding, they were just special cased to run at the right times. but they were just manipulating the game via IEnumerable and yield
@eniko I've also been doing some horrible things with this in Unity: https://www.nuget.org/packages/Microsoft.DotNet.Interactive.CSharp
Super useful!
@eniko Generators are massively versatile, although I still dislike the syntax...
I also like how they are compatible with Linq. I find that very useful for some lower-level processing, like I am currently generating geometry at runtime and streaming vertices through a series of transforms and filters to get the ones you need is pretty compact and understandable...
@lisyarus i made a whole coroutine library actually! https://github.com/Enichan/CoSharp
although im not using it here for ... reasons