Reputation:
I writing simple runner game.
I have game object (quad).
I want it to generate.
I wrote spawnscript:
using UnityEngine;
using System.Collections;
public class SpawnScript : MonoBehaviour {
public GameObject[] obj;
//public GameObject obj;
public float spawnMin = 1f;
public float spawnMax = 2f;
// Use this for initialization
void Start () {
Spawn();
}
void Spawn()
{
//for (int i = 0; i < 10; i++)
// Instantiate(obj, new Vector3(i * 2.0f, 0, 0), Quaternion.identity);
Instantiate(obj[Random.Range(0, obj.GetLength(0))], transform.position, Quaternion.identity);
Invoke("Spawn", Random.Range(spawnMin, spawnMax));
}
}
But my quad spawning one time.I need it to spawn multiple times.
Where is my problem?
Upvotes: 1
Views: 1180
Reputation: 10551
Use InvokeRepeating
instead of Invoke
in start
event:
// Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
InvokeRepeating("Spawn", 3, 3);
If you do InvokeRepeating("Function", 1.0f, 1.0f), it will call Function one second after the InvokeRepeating call and then every one second thereafter. Hence, you can control the spawn timings.
Update
As asked in comments:
You can also cancel InvokeRepeating
any time by calling below code. More information here.
CancelInvoke("Spawn");
Upvotes: 2
Reputation: 1570
There is no problem with code. All GameObjects instantiated same position so you can use code below:
public float spawnDistanceFactor = 2f; //Value is your choice. You can change it.
void Spawn()
{
float startPosX = 0f; // I assume your camera look at 0,0,0 point.
for (int i = 0; i < 10; i++){
Vector3 spawnPos = new Vector3(startPosX,0f,0f);
Instantiate(obj, spawnPos, Quaternion.identity);
startPosX+=spawnDistanceFactor;
}
}
It is only moves positions on X axis you can move it x,y,z.
Also
You can use Random function for moving spawn position
public float randomMin = 2f;
public float randomMax = 4f;
void Spawn()
{
float startPosX = 0f; // I assume your camera look at 0,0,0 point.
for (int i = 0; i < 10; i++){
Vector3 spawnPos = new Vector3(startPosX,0f,0f);
Instantiate(obj, spawnPos, Quaternion.identity);
float randomX = Random.Range(randomMin,randomMax);
startPosX+=randomX;
}
}
You can do a lot of things.
For destroying prefabs you can add Destroy script to object (You should create prefab with script) Like:
void DestroyObject(){
Destroy(this.gameObject);
}
or use list to hold pointers to the GameObjects. Like:
using System.Collections.Generic; // For list
private List<GameObject> objectList;
public float randomMin = 2f;
public float randomMax = 4f;
void Start(){
objectList = new List<GameObject>();
Spawn();
}
void Spawn()
{
objectList.Clear(); ///For multiple spawn purpose dont dublicate items.
float startPosX = 0f; // I assume your camera look at 0,0,0 point.
for (int i = 0; i < 10; i++){
Vector3 spawnPos = new Vector3(startPosX,0f,0f);
GameObject newObject = Instantiate(obj, spawnPos, Quaternion.identity) as GameObject;
objectList.Add(newObject);
float randomX = Random.Range(randomMin,randomMax);
startPosX+=randomX;
}
}
void DestroyObject(){
for(int i=0;i<objectList.Count;i++){
Destroy(objectList[i]);
}
}
Upvotes: 0