title: Unity/C# : How to execute a function after another function has finished its execution?
body: <p>I've been trying to build a "event system" for a project that I'm working on . Here is how I'm doing it : I populate a list with reference to a gameObject and the functions that I need to execute from that gameObject . Then , when the "event" is triggered (in this case , when the player steps into a trigger collider) I just loop over the list and Invoke the functions inside it.</p>
  
  <p>The problem with this is that every single function inside the list gets executed at the same time. This works fine in some cases but if I want to create a more cinematic event I need to have the ability to execute a function after the previous one has finished it's execution .Sadly I have no idea how to do that.</p>
  
  <p>I've been reading a lot of the documentation of both Unity and C# about coroutines and delegates but I can't seem to wrap my head around all those things and find a way to do implement them on code .So I need your help with that :How can I achieve this?</p>