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Question by bloodbarron115 · Nov 10, 2022 at 03:10 AM · listcoroutine

Global Variables empty in some functions but have expected data in others in the same script, why?

I have a list that is populated by a function called from a button press and i have it showing in the Editor just to verify that is is indeed populated but when I call List.Count in functions called from other buttons it says the list is empty. Similarly I am trying to stop a coroutine that is actually what is running to populate the list but when I press a button that is meant to stop the coroutine it says the coroutine continues to run.

The commented out coroutine calls were an attempt at running them differently but ac$$anonymous$$eved the same result.

Click bubble prints the expected count of the list but popbubble prints 0 and will not stop the coroutine from adding to the list.

 public List<GameObject> bubbles;
 IEnumerator makeBubbbles;   

 private void YesButton()
 {
     wyltp.SetActive(false);
     yes.SetActive(false);
     no.SetActive(false);
     makeBubbbles = StarCo();
     //StartCoroutine(makeBubbbles);
     StartCoroutine(StarCo());
 }
 
 private IEnumerator StarCo()
 {
     for (int i = 1; i <= 100; i++)
     {
         CreateBubble(i);
         yield return Frames(10);
     }
     print("Yes Count: " + bubbles.Count);
     ClickBubble();
 }
 
 private IEnumerator Frames(int frameCount)
 {
     w$$anonymous$$le (frameCount > 0)
     {
         frameCount--;
         yield return null;
     }
 }
 
 public void ClickBubble()
 {
     //Use for testing clicks on bubbles
     print("Click Count: " + bubbles.Count);
 
 }
 
 public void PopBubble()
 {
     print(bubbles.Count);
     StopCoroutine(StarCo());
     //StopAllCoroutines();
     //StopCoroutine(makeBubbbles);
 
 
     /*for(int i = 0; i < bubbles.Count; i++)
     {
         bubbles.Remove(bubbles[i]);
         Destroy(bubbles[i]);
     }*/
 }



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avatar image Bonfire-Boy · Nov 10, 2022 at 04:42 PM 0
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Where's the code for CreateBubble()?

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