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[Unity] Coroutineを実行中のGameObjectをディアクティブにしたときのコルーチンの状態について

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#概要
すでに実行されているコルーチンはGameObjectのSetActive(false)で
どうなるでしょうか?という話。
忘れてしまうので備忘録として書いておきます。

#環境
Unity5.5.2p4

#実験と結果
下記のオブジェクトをGameObjectにアタッチしてエディタをプレイモードにする。

using UnityEngine;
using System.Collections;

public class TestCoroutine : MonoBehaviour
{
    void Start()
    {
        StartCoroutine(StartLoop());
    }

    IEnumerator StartLoop()
    {
        Debug.Log("[COROUTINE] Start.");
        WaitForSeconds wait = new WaitForSeconds(1f);
        Debug.Log("[COROUTINE] Wait...");
        yield return wait;
        Debug.Log("[COROUTINE] Deactive object.");
        this.gameObject.SetActive(false);

        while(true)
        {
            yield return wait;
            Debug.Log("[COROUTINE] Wait...");
        }
    }
}
ログの出力結果
[COROUTINE] Start.
[COROUTINE] Wait...
[COROUTINE] Deactive object.

エディタ上でスクリプトをアタッチしたGameObjectをアクティブにしても
コルーチンは復帰されない。
非アクティブにしたらコルーチンは消えてなくなるってことですね。

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