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敵人波產卵者統一

[英]Enemy wave spawner in unity

我正在嘗試為自己創建的自上而下游戲創建wave生成器。 我已經創建了wave生成器腳本,但是當我點擊play時,什么也沒有發生。 倒計時不會開始。 理想情況下,它應從2開始,一旦達到0,則第一波應與一個敵人一起產生。 一旦該敵人被殺死,倒數應從5開始,一旦達到0,則下一個有2個敵人的波浪應開始,依此類推。 在所有當前敵人被消滅之前,新一波浪潮不應開始。

public enum SpawnState { SPAWNING, WAITING, COUNTING };

public SpawnState state = SpawnState.COUNTING;

public Transform enemy;

public float timeBetweenWaves = 5f;
public float countDown = 2f;

private int waveIndex = 0;

public float searchCountdown = 1f;   

void Update()
{        
  if (state == SpawnState.WAITING)
  {           
    if (!EnemyisAlive())
       {
          WaveCompleted();
        }
        else
        {                
            return;
        }
    }

  if (countDown <= 0f)
  {          
      if (state != SpawnState.SPAWNING)
      {              
          StartCoroutine(SpawnWave());
          countDown = timeBetweenWaves;
      }
      else
      {              
          countDown -= Time.deltaTime;
      }

  }

}

void WaveCompleted()
{        
    state = SpawnState.COUNTING;
    countDown = timeBetweenWaves;
    SpawnWave();        
}

bool EnemyisAlive()
{        
    searchCountdown -= Time.deltaTime;
    if (searchCountdown <= 0)
    {
        searchCountdown = 1f;
        if (GameObject.FindGameObjectsWithTag("Enemy").Length == 0)
        {
            return false;
        }
    }
    return true;
 }

IEnumerator SpawnWave()
 {        
    state = SpawnState.SPAWNING;
    waveIndex++;
    for (int i = 0; i < waveIndex; i++)
    {
        SpawnEnemy();
        yield return new WaitForSeconds(0.5f);

    }
    state = SpawnState.WAITING;
    yield break;
 }

void SpawnEnemy()
 {
    Instantiate(enemy, transform.position, transform.rotation);
 }   

我建議您對所有程序都使用協程。 這使某些事情變得容易。 例如,您可以簡單地等到另一個Ienumertaor完成。 然后,我只需將生成的敵人添加到列表中,將其過濾為null條目並使用計數。 使用Find或您的情況下的FindGameObjectsWithTag每個框架的效率都非常低!

using System.Linq;
using System.Collections.Generic;

...

public Transform enemy;

public float timeBetweenWaves = 5f;
public float countDown = 2f;

//public float searchCountdown = 1f; 

private List<Transform> enemies = new List<Transform>();
private int waveIndex = 0;

private void Start()
{
    StartCoroutine(RunSpawner());
}

// this replaces your Update method
private IEnumerator RunSpawner()
{        
    // first time wait 2 seconds
    yield return new WaitForSeconds(countDown);

    // run this routine infinite
    while(true)
    {
        state = SpawnState.SPAWNING;    

        // do the spawning and at the same time wait until it's finished
        yield return SpawnWave();

        state = SpawnState.WAITING;

        // wait until all enemies died (are destroyed)
        yield return new WaitWhile(EnemyisAlive);

        state = SpawnState.COUNTING

        // wait 5 seconds
        yield return new WaitForSeconds(timeBetweenWaves);
    }
}

private bool EnemyisAlive()
{        
    // uses Linq to filter out null (previously detroyed) entries
    enemies = enemies.Where(e => e != null).ToList();

    return enemies.Count > 0;
}

private IEnumerator SpawnWave()
{        
    waveIndex++;
    for (int i = 0; i < waveIndex; i++)
    {
        SpawnEnemy();
        yield return new WaitForSeconds(0.5f);
    }
}

private void SpawnEnemy()
{
    enemies.Add(Instantiate(enemy, transform.position, transform.rotation));
}

為了稍微提高效率,您還可以避免實例化和銷毀,而應使用對象池 -僅啟用和禁用對象,並最終僅在需要時才產生新對象。

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