Reputation: 63
In unity I want when the game starts that the enemies spawn at a random spawnpoint (I made 3 spawn points in the game) but the enemies don't spawn at one of the points.
what did I do wrong?
Here is my code:
using UnityEngine; using System.Collections;
public class WaveSpawner : MonoBehaviour {
public enum Spawnstate {SPAWNING, WAITING, COUNTING };
[System.Serializable]
public class Wave
{
public string name;
public Transform enemy;
public int count;
public float rate;
}
public Wave[] waves;
private int nextWave = 0;
public float timeBetweenWaves = 5f;
public float waveCountdown;
public Transform[] spawnPoints;
private float searchCountdown = 1f;
private Spawnstate state = Spawnstate.COUNTING;
void Start()
{
if (spawnPoints.Length == 0)
{
Debug.LogError("No spawn points referenced");
}
waveCountdown = timeBetweenWaves;
}
void Update()
{
if(state == Spawnstate.WAITING)
{
if(!EnemyIsAlive())
{
WaveCompleted();
}
else
{
return;
}
}
if(waveCountdown <= 0)
{
if(state != Spawnstate.SPAWNING)
{
StartCoroutine(SpawnWave(waves[nextWave]));
}
}
else
{
waveCountdown -= Time.deltaTime;
}
}
void WaveCompleted()
{
Debug.Log("Wave Completed!");
state = Spawnstate.COUNTING;
waveCountdown = timeBetweenWaves;
if (nextWave + 1 > waves.Length - 1)
{
nextWave = 0;
Debug.Log("Completed all waves!");
}
else
{
nextWave++;
}
}
bool EnemyIsAlive()
{
searchCountdown -= Time.deltaTime;
if (searchCountdown <= 0f)
{
searchCountdown = 1f;
if (GameObject.FindGameObjectWithTag("Enemy") == null)
{
return false;
}
}
return true;
}
IEnumerator SpawnWave(Wave _wave)
{
Debug.Log("Spawning Wave: " + _wave.name);
state = Spawnstate.SPAWNING;
for(int i = 0; i < _wave.count; i++)
{
SpawnEnemy(_wave.enemy);
yield return new WaitForSeconds(1f/ _wave.rate);
}
state = Spawnstate.WAITING;
yield break;
}
void SpawnEnemy(Transform _enemy)
{
Debug.Log("Spawning Enemy: " + _enemy.name);
Transform _sp = spawnPoints[ Random.Range (0, spawnPoints.Length) ];
Instantiate(_enemy, transform.position, transform.rotation);
}
}
Upvotes: 1
Views: 243
Reputation: 2861
Maybe try to change
Transform _sp = spawnPoints[ Random.Range (0, spawnPoints.Length) ];
Instantiate(_enemy, transform.position, transform.rotation);
to something like
Transform _sp = spawnPoints[ Random.Range (0, spawnPoints.Length-1) ];
Instantiate(_enemy, _sp.position, _sp.rotation);
Upvotes: 0
Reputation: 714
Random.Range returns inclusive range values, so 0 to 5 could include 0 and 5.
An array index is zero based so and array with 5 elements would have 0 to 4.
So in your SpawnEnemy method when you call
spawnPoints[ Random.Range (0, spawnPoints.Length) ]
If Random.Range provides spawnPoints.Length
it will fail.
Changing it to
spawnPoints[ Random.Range (0, spawnPoints.Length-1) ]
Should fix your problem.
Upvotes: 1