How to wait for coroutine's end from another class

Hello,

I would like to halt the execution until some coroutine (from another class) is done. So something like:

 IEnumerator testo(){
        //do stuff
        yield return StartCoroutine(someClass.someCoroutine());
        //do stuff after someCoroutine is done
    }

But obviously compiler won’t allow such code. Is there some workaround?

EDIT: typos

Just check if the event is done with a public bool.

using UnityEngine;
using System.Collections;

public class MoveObjectWithButton : MonoBehaviour {
	public bool eventIsDone = false;


	IEnumerator WaitForSomething(){
		eventIsDone = false;
		yield return new WaitForSeconds(5);
		eventIsDone = true;
	}
}

Or, if you just want a bool to trigger a StartCoroutine, try this:

using UnityEngine;
using System.Collections;

public class MoveObjectWithButton : MonoBehaviour {

	public bool startEventEnunerator = false;

	void Update(){
		if (startEventEnunerator) {
			StartCoroutine(WaitForSomething());
				}
	}
	IEnumerator WaitForSomething(){

		yield return new WaitForSeconds(5);

	}
}