methodName | Name of coroutine. |
routine | Name of the function in code, including coroutines. |
Stops the first coroutine named methodName
, or the coroutine stored in routine
running on this behaviour.
StopCoroutine takes one of three arguments which specify which coroutine is stopped:
- A string function naming the active coroutine
- The IEnumerator
variable used earlier to create the coroutine.
- The Coroutine
to stop the manually created Coroutine
.
Note: Do not mix the three arguments. If a string is used as
the argument in StartCoroutine, use the string in StopCoroutine.
Similarly, use the IEnumerator
in both StartCoroutine and StopCoroutine.
Finally, use StopCoroutine
with the Coroutine
used for creation.
In the CS example, the IEnumerator type is used.
#pragma strict public class Example extends MonoBehaviour { private var coroutine: IEnumerator; // Use this for initialization function Start() { print("Starting " + Time.time); coroutine = WaitAndPrint(3.0f); StartCoroutine(coroutine); print("Done " + Time.time); } // yield is causing WaitAndPrint to pause every 3 seconds public function WaitAndPrint(waitTime: float) { while ( true ) { new WaitForSeconds(waitTime)print("WaitAndPrint " + Time.time); } } function Update() { if (Input.GetKeyDown("space")) { StopCoroutine(coroutine); print("Stopped " + Time.time); } } }
using UnityEngine; using System.Collections;
public class Example : MonoBehaviour { // keep a copy of the executing script private IEnumerator coroutine;
// Use this for initialization void Start() { print("Starting " + Time.time); coroutine = WaitAndPrint(3.0f); StartCoroutine(coroutine); print("Done " + Time.time); }
// print to the console every 3 seconds. // yield is causing WaitAndPrint to pause every 3 seconds public IEnumerator WaitAndPrint(float waitTime) { while (true) { yield return new WaitForSeconds(waitTime); print("WaitAndPrint " + Time.time); } }
void Update() { if (Input.GetKeyDown("space")) { StopCoroutine(coroutine); print("Stopped " + Time.time); } } }
The following cs example shows how StopCoroutine(Coroutine) can be used.
#pragma strict function Start() { StartCoroutine(coroutineA()); } function coroutineA() { new WaitForSeconds(1.0f)Debug.Log("coroutineA() started: " + Time.time); new WaitForSeconds(1.0f)var b: Coroutine = StartCoroutine(coroutineB()); new WaitForSeconds(2.0f)Debug.Log("coroutineA() finished " + Time.time); // but was shut down here after 3.0f StopCoroutine(b); null} function coroutineB() { var f: float = 0.0f; var start: float = Time.time; Debug.Log("coroutineB() started " + start); while ( f < 10.0f ) { Debug.Log("coroutineB(): " + f); new WaitForSeconds(1.0f)f = f + 1.0f; } // means the following lines are not called. var t: float = Time.time - start; Debug.Log("coroutineB() finished " + t); null}
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class ExampleClass : MonoBehaviour { void Start() { StartCoroutine(coroutineA()); }
IEnumerator coroutineA() { // wait for 1 second yield return new WaitForSeconds(1.0f); Debug.Log("coroutineA() started: " + Time.time);
// wait for another 1 second and then create b yield return new WaitForSeconds(1.0f); Coroutine b = StartCoroutine(coroutineB());
yield return new WaitForSeconds(2.0f); Debug.Log("coroutineA() finished " + Time.time);
// B() was expected to run for 10 seconds // but was shut down here after 3.0f StopCoroutine(b); yield return null; }
IEnumerator coroutineB() { float f = 0.0f; float start = Time.time;
Debug.Log("coroutineB() started " + start);
while (f < 10.0f) { Debug.Log("coroutineB(): " + f); yield return new WaitForSeconds(1.0f); f = f + 1.0f; }
// Intended to handling exit of the this coroutine. // However coroutineA() shuts coroutineB() down. This // means the following lines are not called. float t = Time.time - start; Debug.Log("coroutineB() finished " + t); yield return null; } }
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