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Question by Corinator3000 · Jul 25, 2014 at 06:46 PM · wont stop

Unable to Stop a Coroutine in C#

I am making a timer that is supposed to stop when the player collects all of the cubes. I can collect all of the cubes just fine, the end text that displays when you collect everything works just the way I want it to, but the timer will not stop when I have collected all of the cubes. Here is the script:

 using UnityEngine;
 using System.Collections;
 
 public class Collect : MonoBehaviour {
 
     public int CubesCollected;
     public int TotalCubes;
     private int Seconds;
     private int Minutes;
     public GUIText CubeCounter;
     public GUIText WinText;
     public GUIText Timer;
 
     void Start () {
         TotalCubes = 30;
         CubesCollected = 0;
         CubeCounter.text = ("Cubes Collected: 0 / " + TotalCubes.ToString ());
         WinText.text = ("");
         Timer.text = ("0:00");
         StartCoroutine("TimerFunction");
     }
 
     IEnumerator TimerFunction () {
             yield return new WaitForSeconds(1);
             Seconds++;
             if(Seconds == 60) {
                 Seconds -= 60;
                 Minutes++;
             }
             if(Seconds <= 10) {
                 Timer.text = (Minutes.ToString() + ":0" + Seconds.ToString());
             }
             if(Seconds >= 10) {
                 Timer.text = (Minutes.ToString() + ":" + Seconds.ToString());
             }
             StartCoroutine(TimerFunction());
     }
     void OnTriggerEnter (Collider other) {
         if(other.gameObject.tag == "Pickup") {
             other.gameObject.SetActive (false);
             CubesCollected++;
             CubeCounter.text = "Cubes Collected: " + CubesCollected.ToString () + " / " + TotalCubes.ToString ();
             if(CubesCollected == TotalCubes) {
                 StopCoroutine("TimerFunction");
                 WinText.text = ("Challenge Completed");
             }
         }
     }
 }

I have tried yield break, that didn't work. I can't think of anything else that could be wrong. Bear with me, I am brand new to C#, and the structure itself of the script may be wrong entirely, despite everything else working.

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Answer by zharik86 · Jul 25, 2014 at 06:53 PM

You started your Coroutine every 1 second and have many Coroutine. System don't now how Coroutine stopped you needed. I offer 2 solution you problem. First, create cycle while inside your coroutine:

  IEnumerator TimerFunction () {
   while(true) {
    yield return new WaitForSeconds(1);
    Seconds++;
    if(Seconds == 60) {
     Seconds -= 60;
     Minutes++;
    }
    if(Seconds <= 10) {
     Timer.text = (Minutes.ToString() + ":0" + Seconds.ToString());
    }
    if(Seconds >= 10) {
      Timer.text = (Minutes.ToString() + ":" + Seconds.ToString());
    }
   }
  }

And not to touch the onTrigger function. And second solution, use function StopAllCoroutines() instead of StopCoroutine in you OnTrigger:

  void OnTriggerEnter (Collider other) {
   if(other.gameObject.tag == "Pickup") {
    other.gameObject.SetActive (false);
    CubesCollected++;
    CubeCounter.text = "Cubes Collected: " + CubesCollected.ToString () + " / " + TotalCubes.ToString ();
    if(CubesCollected == TotalCubes) {
     StopAllCoroutines(); // I change this line
     WinText.text = ("Challenge Completed");
    }
   }
  }

I hope it will help you.

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avatar image Corinator3000 · Jul 25, 2014 at 08:51 PM 0
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Neither of the solutions solved the problem. The timer just keeps going after all of the cubes are collected. Thanks anyway.

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