Reputation: 41
I am working on a 3d basketball game in unity.
It has a score and a timer. After a certain time my scene loads and starts from the beginning. Every time I throw the ball, I have to spawn it.
It has a spawn button and a shoot button. But I don't want to use the spawn button. So I want to spawn the ball automatically.
How should I do it? I am giving my spawn button code and throw button code bellow.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnButton: MonoBehaviour
{
public GameObject ball;
public GameObject BallPosition;
public void Spawn()
{
ball.transform.position = BallPosition.transform.position;
var ballPosition = ball.transform.position;
ball.GetComponent<Rigidbody>().useGravity = false;
ball.GetComponent<Rigidbody>().velocity = Vector3.zero;
ball.transform.position = ballPosition;
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThrowButton: MonoBehaviour
{
static Animator anim;
public GameObject ball;
public float ballThrowingForce = 5f;
internal bool holdingBall;
void Start()
{
anim = GetComponent<Animator>();
ball.GetComponent<Rigidbody>().useGravity = false;
}
public void Throw()
{
anim.SetTrigger("isThrowing");
StartCoroutine(Test());
}
IEnumerator Test()
{
yield return new WaitForSeconds(1.5f);
ball.GetComponent<Rigidbody>().useGravity = true;
//ball.GetComponent<Rigidbody>().AddForce(transform.up * ballThrowingForce);
ball.GetComponent<Rigidbody>().AddForce(0, 380.0f, ballThrowingForce);
}
}
Upvotes: 3
Views: 4035
Reputation: 35
The above answer by Iv Misticos mentioned the use of Instantiate which is a great way to spawn a new ball. before you spawn a new ball, you need to specify when it must spawn.
Either you can
use a Invoke("SpawnNewBallMethod",3) //after this piece of code is executed, it waits for 3 seconds and executes the method you mention in it which can have the code to instantiate.
Or After the first ball's work is done, you can destroy it(Destroy(ball)) or set active to false - Then check the state (if it exists(null check?) or gameObject.active==true) and accordingly instantiate a new ball (if it is setactive(false) don't forget to destroy it later).
Although gameObject.active is obsolete, it will serve the purpose without complicating things. In my opinion, Invoke is better than a IEnumerator here as Invoke will not stop the execution flow and continue with the other things while the timer is running.
Upvotes: 1
Reputation: 787
To spawn a ball you should create a prefab and instantiate it. Example:
private class Spawner : MonoBehaviour
{
public GameObject prefab;
public GameObject Spawn() => Instantiate(prefab);
}
So that your throw code should spawn a ball and if you want destroy an older one.
Upvotes: 1