我遇到了一个小问题。一击中我就想要一个敌人产卵。我只希望场上有一个敌人。现在,当我再次击中扳机时,我希望场上的敌人在下一个敌人即将产卵时自行摧毁它。关于如何做的任何想法?我是否使用" Destroy"对此分配?继承人我所拥有的:
public GameObject Enemy;
public float mytimer;
void Start()
{
GameObject player = GameObject.Find("Player");
}
void spawnEnemy() {
Transform enemy;
GameObject enemySpawnPoint = GameObject.Find("EnemySpawn");
enemy = Instantiate(Enemy,enemySpawnPoint.transform.position,enemySpawnPo int.transform.rotation) as Transform;
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "EnemyTrigger") {
mytimer = Random.Range(0,10);
Invoke("spawnEnemy", mytimer);
Debug.Log("Spawn Normal");
}
}
}
答案 0 :(得分:0)
您可以将敌人存储到私有变量中,并在每次实例化新变量之前将其销毁。这样你就只有一个。
private GameObject enemy = null;
void spawnEnemy() {
if(enemy != null){
Destroy(enemy);
}
GameObject enemySpawnPoint = GameObject.Find("EnemySpawn");
enemy = Instantiate(Enemy,enemySpawnPoint.transform.position,enemySpawnPo int.transform.rotation) as GameObject;
}