MonoBehaviour
- Awake
- CancelInvoke
- FixedUpdate
- InvokeRepeating
- Invoke
- IsInvoking
- LateUpdate
- OnApplicationFocus
- OnApplicationPause
- OnApplicationQuit
- OnBecameInvisible
- OnBecameVisible
- OnCollisionEnter
- OnCollisionExit
- OnCollisionStay
- OnConnectedToServer
- OnControllerColliderHit
- OnDestroy
- OnDisable
- OnDisconnectedFromServer
- OnDrawGizmosSelected
- OnDrawGizmos
- OnEnable
- OnFailedToConnectToM...
- OnFailedToConnect
- OnGUI
- OnJointBreak
- OnLevelWasLoaded
- OnMasterServerEvent
- OnMouseDown
- OnMouseDrag
- OnMouseEnter
- OnMouseExit
- OnMouseOver
- OnMouseUpAsButton
- OnMouseUp
- OnNetworkInstantiate
- OnParticleCollision
- OnPlayerConnected
- OnPlayerDisconnected
- OnPostRender
- OnPreCull
- OnPreRender
- OnRenderImage
- OnRenderObject
- OnSerializeNetworkView
- OnServerInitialized
- OnTriggerEnter
- OnTriggerExit
- OnTriggerStay
- OnWillRenderObject
- Reset
- StartCoroutine
- Start
- StopAllCoroutines
- StopCoroutine
- Update
- useGUILayout
MonoBehaviour.StopCoroutine 停止协同程序
function StopCoroutine (methodName : string) : void
Description描述
Stops all coroutines named methodName running on this behaviour.
停止这个动作中名为methodName的所有协同程序。
Please note that only StartCoroutine using a string method name can be stopped using StopCoroutine.
请注意只有StartCoroutine使用一个字符串方法名时才能用StopCoroutine停用之.
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
IEnumerator Start() {
StartCoroutine("DoSomething", 2.0F);
yield return new WaitForSeconds(1);
StopCoroutine("DoSomething");
}
IEnumerator DoSomething(float someParameter) {
while (true) {
print("DoSomething Loop");
yield return null;
}
}
}
// In this example we show how to invoke a coroutine using a string name and stop it
// 这个例子演示如何调用一个使用字符串名称的协同程序并停掉它
function Start () {
StartCoroutine("DoSomething", 2.0);
yield WaitForSeconds (1);
StopCoroutine("DoSomething");
}
function DoSomething (someParameter : float) {
while (true) {
print("DoSomething Loop");
// Yield execution of this coroutine and return to the main loop until next frame
// 停止协同程序的执行并返回到主循环直到下一帧.
yield;
}
}
最后修改:2011年1月2日 Sunday 14:18