methodName | 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.
A running coroutine can be stopped. The StopCoroutine script function
performs this. StopCoroutine takes one of two arguments which specify
which coroutine is stopped. A string function naming the active coroutine
can be used to stop it. Alternatively the other type of the argument is the
IEnumerator
variable used earlier to create the coroutine.
Note: Do not mix the two kinds of argument to StopCoroutine. 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); } } }