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Question by Razputin · Mar 17, 2016 at 06:44 PM · instantiatecoroutinestartcoroutinestopcoroutine

StopCoroutine not working.

I want to instantiate while the coroutine is running, then when the coroutine stops running it should stop instantiating the gameobject. But it continues to instantiate them even after I call StopCoroutine. Any thoughts on why this is happening? Am I using StopCoroutine correctly?

     public IEnumerator Attack1()
     {
         //Smash Right
         Instantiate(damageZoneGoRightLong, new Vector3(transform.localPosition.x + 4, -5.25f, 1), transform.rotation);
         yield return new WaitForSeconds(1);
         StartCoroutine(Attack2());
         StopCoroutine(Attack1());
     }
     public IEnumerator Attack2()
     {
         //Swipe Left
         Instantiate(damageZoneGoLeft, new Vector3(transform.position.x, -5.25f, 1), transform.rotation);
         yield return new WaitForSeconds(3.5f);
         StartCoroutine(Attack3());
         StopCoroutine(Attack2());
     }
 
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avatar image Razputin · Mar 17, 2016 at 07:41 PM 0
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Bumpingggg

avatar image Razputin · Mar 18, 2016 at 12:19 AM 0
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bumppppppp

avatar image LazyElephant · Mar 18, 2016 at 04:14 AM 1
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Based on my tests, the code you have here isn't what is causing the repetition. You don't even have to call StopCoroutine, since the couroutine would end there anyway.

Where are you calling the coroutine to begin with?

avatar image Razputin LazyElephant · Mar 21, 2016 at 02:06 AM 0
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You were correct, I was accidentally calling Attack1 multiple times. I will select this as best answer if you make it an answer.

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