Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Tolufoyeh · Feb 02, 2015 at 07:25 AM · coroutinecoroutinescoroutine errors

How to stop a coroutine started in Script A from within Script B

Every pickup in my game inherits this method from my base pickup class:

 public abstract IEnumerator SpawnPickup(bool PlayPickUpSound);

When implemented, it means that every pickup has a method that goes something like:

 public override IEnumerator SpawnPickup(bool PlayPickUpSound)
 {
     if(PlayPickUpSound == true)
         MyAudioSource.PlayOneShot (PickUpSound, 3);

             moving = 0;
     WaitTime = Random.Range (MinWaitTime, MaxWaitTime);
             //some more code here...
     yield return new WaitForSeconds(WaitTime);
     moving = 1;
 }

The problem is if the player dies while a pickup, say, a coin magnet, is still active, then the magnet is permanently active when the player chooses to go for another run (yes, it's the cliche endless runner). I can't call StopAllCoroutines or StopCoroutine in my player's ResetGame function. It seems I can only call those functions within any block of code that contains a StartCoroutine call. I've played different tricks but I can't find a way around it.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by taxvi · Feb 02, 2015 at 07:34 AM

you can implement a custom public function in the pickup class to stop the coroutine.

 public void StopLocalCoroutine(){
     StopCoroutine("SpawnPickup");
 }

then call this function from the outside

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Tolufoyeh · Feb 02, 2015 at 09:32 AM 0
Share

I've tried that before. Other scripts won't be able to access the StopLocalCoroutine unless I make it a static variable. And if I make it static, I get this error: Assets/Scripts/Pickups.cs(24,17): error CS0120: An object reference is required to access non-static member `UnityEngine.$$anonymous$$onoBehaviour.StopCoroutine(string)'

avatar image taxvi · Feb 02, 2015 at 09:44 AM 0
Share

all right then. $$anonymous$$aybe you can mark the character dead in playerPrefs?

 PlayerPrefs.SetInt("CharacterDead", 1);

then in your SpawnPickup check that PlayerPref and if 0 make it stop itself?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Coroutines not passing yield 1 Answer

Collection Change During Iteration 0 Answers

Why doesn't a coroutine start executing from beginning when I start it again? 1 Answer

Coroutine Won't Stop Using IEnumerator 1 Answer

Multiple coroutine exicution order 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges