[英]how can I set an amount of game objects to spawn?
這是我的代碼,我不知道如何處理它。 我是 c# 的初學者,這是針對我們的項目的。 該項目是關於一個氣球彈出器,我無法設置要生成的氣球數量。 我計划將生成的氣球數量設置為 5、10 甚至 20,之后,生成將停止。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnScript: MonoBehaviour
{
public Transform[] spawnPoints;
public GameObject[] balloons;
public float spawnTime = 0f;
float spawnTimeLeft = 0f;
// Start is called before the first frame update
void Update()
{
if (spawnTimeLeft >= spawnTime)
{
int randBalloon = Random.Range(0, balloons.Length);
int randSpawnPoint = Random.Range(0, spawnPoints.Length);
Instantiate(balloons[randBalloon], spawnPoints[randSpawnPoint].position, transform.rotation);
spawnTimeLeft = 0f;
}
else
{
spawnTimeLeft = spawnTimeLeft + Time.deltaTime;
}
}
}
試試這個代碼:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnScript: MonoBehaviour
{
public Transform[] spawnPoints;
public GameObject[] balloons;
public float spawnTime = 5.0f;
public float maxSpawnTime = 20.0f;
private void Start()
{
Invoke(nameof(Spawn), spawnTime); //This will start the spawning process after the initially set spawnTime, so first this will wait for 5 seconds.
}
private void Spawn()
{
int randBalloon = Random.Range(0, balloons.Length);
int randSpawnPoint = Random.Range(0, spawnPoints.Length);
Instantiate(balloons[randBalloon], spawnPoints[randSpawnPoint].position, transform.rotation);
spawnTime *= 2; //doubles the spawnTime, according to your request, so the second time this will be 10, and the third time, this will be 20 seconds
if (spawnTime <= maxSpawnTime) //check if we reached or not the maximum spawn time
{
Invoke(nameof(Spawn), spawnTime); //if we not yet reached the maximum spawn time, it will start to wait and spawn one more balloon again.
}
}
}
由於您在更新中執行此操作,因此您可以在 Instantiate 調用后添加一個計數器。
Instantiate(balloons[randBalloon], spawnPoints[randSpawnPoint].position, transform.rotation);
counter++;
然后,將您的 if 語句嵌套在另一個 if 檢查計數器中。
if(counter < amountToSpawn)
{
//your code here
}
就我個人而言,我會制作一個帶有延遲的協程方法,其中包含一個 for 循環,而不是在更新中執行此操作。
樣本:
private IEnumerator SpawnObjects(int spawnCount)
{
for(int i = 0; i < spawnCount; i++)
{
//Instantiate here
yield return new WaitForSeconds(5);
}
}
調用方法:
StartCoroutine(SpawnObjects(10));
向類中添加一個變量以獲得最大數量。 已public
完成此操作,因此您可以在檢查器中將其設置為您想要的數量。
還添加一個計數器變量並將其設置為0
。 這是私有的,因為只有這個類需要訪問它。 請序列化此字段。
public int spawnAmountMax = 5;
[SerializeField]
private int spawned = 0;
使用下一個檢查啟動Update()
,當它計算為真時從該方法返回。
if (spawned >= spawnAmountMax)
return;
在實例化 GameObject 之后,增加變量:
spawned++;
調整后的代碼
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static System.Windows.Forms.VisualStyles.VisualStyleElement.TaskbarClock;
public class SpawnScript : MonoBehaviour
{
public int spawnAmountMax = 5;
private int spawned = 0;
public Transform[] spawnPoints;
public GameObject[] balloons;
public float spawnTime = 0f;
float spawnTimeLeft = 0f;
// Start is called before the first frame update
void Update()
{
if (spawned >= spawnAmountMax)
return;
if (spawnTimeLeft >= spawnTime)
{
int randBalloon = Random.Range(0, balloons.Length);
int randSpawnPoint = Random.Range(0, spawnPoints.Length);
Instantiate(balloons[randBalloon], spawnPoints[randSpawnPoint].position, transform.rotation);
spawnTimeLeft = 0f;
spawned++;
} else
{
spawnTimeLeft = spawnTimeLeft + Time.deltaTime;
}
}
}
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