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CoroutineManager.StopAllCoroutines
BelicusBr edited this page Sep 7, 2024
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3 revisions
CoroutineManager.StopAllCoroutines() Method
Namespace: Cobilas.GodotEngine.Utility
Ends all open Coroutines.
public static void StopAllCoroutines()
using Godot;
using Cobilas.GodotEngine.Utility;
namespace Test {
public class ClassTest : Node {
private Coroutine coroutine1;
private Coroutine coroutine2;
private Coroutine coroutine3;
public override void _Ready() {
coroutine1 = CoroutineManager.StartCoroutine(Coroutine1());
coroutine2 = CoroutineManager.StartCoroutine(Coroutine2());
coroutine3 = CoroutineManager.StartCoroutine(Coroutine3());
//Here all the coroutines that were started will be forcibly terminated.
CoroutineManager.StopAllCoroutines();
}
private IEnumerator Corroutine1() {
GD.Print("Zé da manga");
//When the return is null, by default the coroutine is executed as _Process().
yield return null;
}
private IEnumerator Corroutine2() {
GD.Print("Zé da manga");
//When the return is RunTimeSecond the coroutine is executed as _Process() with a pre-defined delay.
yield return new RunTimeSecond(3);
}
private IEnumerator Corroutine3() {
GD.Print("Zé da manga");
//When the return is RunTimeSecond the coroutine is executed as _PhysicProcess() with a pre-defined delay.
yield return new FixedRunTimeSecond(3);
}
}
}
Product | Versions |
---|---|
Godot | 3.5 |
.NET Framework | 4.7.2 or higher |
.NET Standard | 2.1 or higher |
Package | 1.0.0 or higher |