methodName | コルーチン名 |
routine | Name of the function in code, including coroutines. |
この Behaviour 上で実行されている methodName
という名のコルーチン、または routine
として保持されているコルーチンをすべて停止します
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.
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.
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; }
// handling exit of the coroutine // coroutineA() shuts this down too early float t = Time.time - start; Debug.Log("coroutineB() finished " + t); yield return null; } }