here is my code and i have no idea how to work it up. im a beginner in c# and this is for our project. the project is about a balloon popper and i am having trouble to set an amount of balloons to spawn. I am planning to set the amount of balloons to spawn at 5, 10 even 20 and after that, the spawning will stop.
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;
}
}
}
Add a variable to the class for the maximum amount. Have done this as public
so you can set it in the inspector to the amount you wish.
Also add a counter variable and set it to 0
. This is private as nothing but this class needs access to it. Do serialize this field.
public int spawnAmountMax = 5;
[SerializeField]
private int spawned = 0;
Start the Update()
with the next check, return from the method when it evaluates to true.
if (spawned >= spawnAmountMax)
return;
Than after instantiating the GameObject, increase the variable:
spawned++;
The adjusted code
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;
}
}
}