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Question by rosannacap29 · Nov 30, 2020 at 05:35 PM · animationscripting problemcoroutinebuttons

How can I stop, start and reset a coroutine?

Hello, I have 645 objects that are animated using the following script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ArrayTest : MonoBehaviour
 {
 
     public GameObject[] numbers;
 
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     bool attractorMode = true, isRunning;
     int currentIndex;
 
     // Update is called once per frame
     void Update()
     {
         // only invoke if the coroutine isn't already running
         if (attractorMode && !isRunning) StartCoroutine(Cycle());
     }
 
     IEnumerator Cycle()
     {
         // these lines execute by the end of the frame in which Cycle() was invoked
         isRunning = true;
         numbers[currentIndex].SetActive(true);
         yield return new WaitForSeconds(0.25f);
       
         // execution will not return to the next statement until 0.25 seconds later    
         numbers[currentIndex].SetActive(true);
         Destroy(numbers[currentIndex], 0.05f);
       
         // increment the index and ensure it loops around at the end
         currentIndex++;
         if (currentIndex >= numbers.Length) currentIndex = 0;
         isRunning = false;      
         
         
 
     }
 }
 

Now the problem is that I have created some buttons: play, stop and reset.

How do I link these buttons to my animation script?

Sorry, but I'm a beginner with Unity.

Thanks to anyone who wants to help me.

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