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ClosemethodName | Name of coroutine. |
routine | Name of the function in code. |
Stops the first coroutine named methodName
, or the coroutine stored in routine
running on this behaviour.
StopCoroutine takes one of two arguments which specify which coroutine is stopped:
- A string function naming the active coroutine
- The IEnumerator
variable used earlier to create the coroutine.
Note: Do not mix the two 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.
In the JScript example that follows, the string example is provided. In the CS example, the IEnumerator type is used.
// In this example we show how to invoke a coroutine using a string name and stop it
function Start () { StartCoroutine("DoSomething", 2.0); yield WaitForSeconds(1); StopCoroutine("DoSomething"); }
function DoSomething (someParameter : float) { while (true) { print("DoSomething Loop"); // Yield execution of this coroutine and return to the main loop until next frame yield; } }
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); } } }