Parameter | Description |
---|---|
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 that specify which coroutine to stop:
IEnumerator
variable used earlier to create the coroutine.Coroutine
to stop the manually created Coroutine
.You must use the same parameter type to stop a coroutine with StopCoroutine
as was used to start it with StartCoroutine.
Coroutines also stop if:
Note: Disabling the MonoBehaviour script by setting [[Behaviour-enabled]] to `false` doesn't stop coroutines.
The following example uses the IEnumerator to stop a coroutine.
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 example uses the Coroutine parameter to stop a coroutine.
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; } }