Stops all coroutines running on this behaviour.
A MonoBehaviour can execute zero or more
coroutines. Created coroutines can execute for a range of times.
In the script example below two coroutines are created and run
without stopping. However, StopAllCoroutines is used to
stop both of them. This action can be made to happen on a script that
runs multiple coroutines. No arguments are needed because all coroutines
on a script are stopped.
Note: StopAllCoroutines operates only on the one script it is attached to.
#pragma strict // Create two coroutines that run at different speeds. // When the space key is pressed stop both of them. //coroutine 1 function DoSomething1() { while ( true ) { print("DoSomething1"); new WaitForSeconds(1.0f)} } //coroutine 2 function DoSomething2() { while ( true ) { print("DoSomething2"); new WaitForSeconds(1.5f)} } function Start() { StartCoroutine("DoSomething1"); StartCoroutine("DoSomething2"); } function Update() { if (Input.GetKeyDown("space")) { StopAllCoroutines(); print("Stopped all Coroutines: " + Time.time); } }
using UnityEngine; using System.Collections;
// Create two coroutines that run at different speeds. // When the space key is pressed stop both of them.
public class ExampleClass : MonoBehaviour { //coroutine 1 IEnumerator DoSomething1() { while (true) { print("DoSomething1"); yield return new WaitForSeconds(1.0f); } }
//coroutine 2 IEnumerator DoSomething2() { while (true) { print("DoSomething2"); yield return new WaitForSeconds(1.5f); } }
void Start() { StartCoroutine("DoSomething1"); StartCoroutine("DoSomething2"); }
void Update() { if (Input.GetKeyDown("space")) { StopAllCoroutines(); print("Stopped all Coroutines: " + Time.time); } } }