我设法产生敌人,但他们继续产卵。如何设置限制以避免不断产生?
我尝试添加spawnLimit和spawnCounter,但无法管理它。
var playerHealth = 100; // Reference to the player's heatlh.
var enemy : GameObject; // The enemy prefab to be spawned.
var spawnTime : float = 3f; // How long between each spawn.
var spawnPoints : Transform[]; // An array of the spawn points this enemy can spawn from.
function Start ()
{
// Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time.
InvokeRepeating ("Spawn", spawnTime, spawnTime);
}
function Spawn ()
{
// If the player has no health left...
if(playerHealth <= 0f)
{
// ... exit the function.
return;
}
// Find a random index between zero and one less than the number of spawn points.
var spawnPointIndex : int = Random.Range (0, spawnPoints.Length);
// Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation.
Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
}
答案 0 :(得分:2)
您可以使用这种计数器:
int maxEnemies = 100;
int enemiyCounter = 0;
并在Spawn()
添加:
if(enemiyCounter < maxEnemies){
Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
enemyCounter++;
}
而不是
Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
答案 1 :(得分:1)
@ ukasz-motyczka给出的答案非常适合一次性产卵,但是如果你想要一个连续产卵(每次敌人被杀死它都会被替换),那么你需要动态计算那里有多少敌人是
Duck在how to count enemies
上给出了一个很好的答案如果你将他的代码与ukasz-motyczka合并,那么你可以删除变量来跟踪你动态计算它们后产生的敌人数量。你会得到这样的东西:
int maxEnemies = 100;
和Spawn()
// to count the number of objects:
var enemyCount : int = GameObject.FindGameObjectsWithTag("Enemy").Length;
if(enemyCount < maxEnemies){
Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
答案 2 :(得分:1)
当您想要停止产生敌人时使用CancelInvoke("spawn");
。
如果您正在玩CancelInvoke()
和invoke()
InvokeRepeating()