[英]Instantiating an object only once within Update()
I'm trying to instantiate just one prefab inside the method udpate, but the thing is, it's instantiating twice. 我试图在方法udpate中只实例化一个预制件,但事实是,它实例化了两次。 I don't know how I could solve this problem.
我不知道如何解决这个问题。
What could I do? 我能做什么? I've created a boolean called spawned, but it's not working.
我创建了一个名为spawned的布尔值,但它不起作用。
public class SpawnaCasos : MonoBehaviour
{
public GameObject[] Casos;
private GameController gameController;//variável para acessar o script do gamecontroller
private GameObject controller;
private bool spawned = false;
// Start is called before the first frame update
void Start()
{
controller = GameObject.FindGameObjectWithTag("Controller");
gameController = controller.GetComponent<GameController>();
}
// Update is called once per frame
void Update()
{
if (gameController.contadorPontos == 14 && spawned == false)
{
Instantiate(Casos[UnityEngine.Random.Range(0, 8)], transform.position, this.transform.rotation);
spawned = true;
}
}
}
public class SpawnaCasos : MonoBehaviour
{
public GameObject[] Casos;
private GameController gameController;
private GameObject controller;
void Start()
{
controller = GameObject.FindGameObjectWithTag("Controller");
gameController = controller.GetComponent<GameController>();
InstantiateCasos();
}
void Update()
{
if (gameController.contadorPontos == 14)
InstantiateCasos();
}
void InstantiateCasos(){
Instantiate(Casos[UnityEngine.Random.Range(0, 8)], transform.position, transform.rotation);
}
}
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