因此,我正在为我的Unity游戏使用SpawnController。我想在随机位置生成随机的敌人类型。
我目前有两种方法可以随机化生成位置:
从屏幕顶部:
void SpawnTop(IEnumerator spawnMethod)
{
//There's 4 positions on plane X where the enemy can spawn
randomXSpawnSection[0] = Random.Range(-13f, -6.5f);
randomXSpawnSection[1] = Random.Range(-6.5f, 0f);
randomXSpawnSection[2] = Random.Range(0f, 6.5f);
randomXSpawnSection[3] = Random.Range(6.5f, 13.1f);
StartCoroutine(spawnMethod);
}
从屏幕侧面:
void SpawnSide(IEnumerator spawnMethod)
{
//There's 4 positions on plane Z where the enemy can spawn
randomZSpawnSection[0] = Random.Range(-7f, 1.5f);
randomZSpawnSection[1] = Random.Range(1.5f, 10f);
randomZSpawnSection[2] = Random.Range(10f, 18.5f);
randomZSpawnSection[3] = Random.Range(18.5f, 27.1f);
StartCoroutine(spawnMethod);
}
这两种方法都使用另一种实例化某种类型的敌人的方法作为参数:
IEnumerator SpawnEnemyGunner(float randXSpawn, float randTimeSpawn)
{
yield return new WaitForSeconds(randTimeSpawn);
randZSpawn = Random.Range(24, 30);
Instantiate(enemyGunner, new Vector3(randXSpawn, 1.5f, randZSpawn), enemyGunner.transform.rotation);
spawning = false;
}
我在游戏中有几个敌人,因此有几种方法。
调用嵌套方法而不对其进行随机化的示例为:
SpawnTop(SpawnEnemyGunner(Random.Range(0, randomXSpawnSection.Length), Random.Range(3, 6)));
我想将方法及其方法参数随机化。
答案 0 :(得分:1)
应该简单
var x = randomXSpawnSection[Random.Range(0, randomXSpawnSection.Length)];
var y = randomZSpawnSection[Random.Range(0, randomZSpawnSection.Length)];
var enemy = Prefabs[Random.Range(0, Prefabs.Length)];
Instantiate(enemy, new Vector3(x, 1.5f, y), enemyGunner.transform.rotation);
答案 1 :(得分:1)
特定的通用方法如下所示:
IEnumerator Foo1(float someParam)
{
yield return new WaitForSeconds(1);
Debug.Log($"Foo1: {someParam}");
}
IEnumerator Foo2(float someParam2)
{
yield return new WaitForSeconds(1);
Debug.Log($"Foo2: {someParam}");
}
void CallRandomFoo()
{
Func<float, IEnumerator>[] foos = { Foo1, Foo2 };
var randomParam = Random.value;
StartCoroutine(foos[Random.Range(0, foos.Length)](randomParam));
}