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This question was closed Jul 20, 2017 at 08:01 AM by Hellium for the following reason:

Duplicate question : http://answers.unity3d.com/questions/300864/how-to-stop-a-co-routine-in-c-instantly.html

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Question by Obsolescence · Jul 19, 2017 at 08:04 PM · c#coroutinecoroutinescoroutine errors

Coroutine Won't Stop Using IEnumerator

See my code below. I don't understand why using the string variant of Start/StopCoroutine makes everything work as expected (drains stamina on key press/hold, stops drain on key release), but when I try to use the IEnumerator version of Start/StopCoroutine the stamina drain begins on key press as expected, and continues on key hold, but also continues on key release and never stops.

Am I missing something?

 void Update ()
     {
         if(Input.GetKeyDown(KeyCode.Keypad0) && transform.GetComponent<Attributes>().stamina >

         {
             transform.GetComponent<Attributes>().AdjustStamina(-2);
             blocking = true;
             //StartCoroutine("BlockingDrain");
             StartCoroutine(BlockingDrain());
         }
         if(Input.GetKeyUp(KeyCode.Keypad0))
         {
             blocking = false;
             //StopCoroutine("BlockingDrain");
             StopCoroutine(BlockingDrain());
         }
     }
 
     IEnumerator BlockingDrain ()
     {
         for (;;)
         {
             transform.GetComponent<Attributes>().AdjustStamina(-1);
             yield return new WaitForSeconds(0.25f);
         }
     }

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Answer by Beks_Omega · Jul 19, 2017 at 08:27 PM

The answer in this question should help ya: http://answers.unity3d.com/questions/300864/how-to-stop-a-co-routine-in-c-instantly.html

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