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Question by davide-aldegheri · Apr 22, 2016 at 02:02 PM · animationscoroutinesmultiple objectsstopcoroutine

Same Coroutine on multiple objects

Hi everyone, I have an issue using Coroutines. Basically my problem is that I made a button prefab, with a fade effect when clicked. Now, I obviously made a script for this, two scripts actually, one is the one responsible for the instantiate of the prefab and controlling of events like mouse click etc. The other one is a controller, that stops and calls a coroutine when a certain condition is met.

Now, my issue is that if I instance another prefab of my button, and I click both of them, the first coroutine gets stopped, because the one on the other button has to start. How do I avoid this? Can I just say that the coroutine has to end if the call is made from somewhere else?

I include the part of the script that manage the coroutine.

 public function Fading(colorA : Color, colorB : Color, go : GameObject, animation_time : float) 
     {
         var parameters : Dictionary.<String,Object> = new Dictionary.<String,Object>();
     
         parameters.Add("ColorA", colorA);
         parameters.Add("ColorB", colorB);
         parameters.Add("GameObject", go);
         parameters.Add("AnimationTime", animation_time);
 
 
         StopCoroutine("FadeToColor");
         StartCoroutine("FadeToColor", parameters);
     }


I also would like to clarify that the controller uses a Singleton. Thanks in advance.

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Answer by davide-aldegheri · May 04, 2016 at 10:18 AM

In the end I had to make use of lists to use this properly

 public function AnimationHelper()
 {
     animation_list = new Dictionary.<String,GameObject>();
 }
 
 public function appendAnimationHelper(go : GameObject,animation_name : String) : AnimationHelper
 {
     if(!animation_list.ContainsKey(go.GetInstanceID()+animation_name))
     {
         go.AddComponent.<AnimationHelper>();
         animation_list.Add(go.GetInstanceID()+animation_name, go);
     }
     return go.GetComponent.<AnimationHelper>();
 }

Then in my call function

 public function Fading(colorB : Color, go : GameObject, animation_time : float, animation_name : String)
  {
 if(gameObject.name==goName)
  {
  appendAnimationHelper(go,animation_name).Fading(colorB,go,animation_time,animation_name);
  }
 else
  {
 var parameters : Dictionary.<String,Object> = new Dictionary.<String,Object>();
  parameters.Add("ColorB", colorB);
  parameters.Add("GameObject", go);
  parameters.Add("AnimationTime", animation_time);
  StopCoroutine("FadeToColor");
  StartCoroutine("FadeToColor", parameters);
  }
  }




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