'How can i improve my time delayed MMO like mob spawner code?
I tried to make a mob spawner which does followings:
1) spawns pre-defined amount of mobs with time interval of choice2) checks if spawned gameobject destroyed if so spawns new ones till it reaches maximum amount again
Code works but i still think there can be improvements i want it to be mmo like slot spawner with pre defined maximum mob amount and intervals between every spawn
Issues im having:
1) at start works properly by 5 sec intervals between spawns but sometimes after you delete gameobject next spawn in line spawns instantly or very quickly private void Start()
{
spawnedCount = gameObject.transform.childCount;
if (spawnedCount != 6)
isSpawning = false;
}
private void Update()
{
spawnedCount = gameObject.transform.childCount;
if (!isSpawning && spawnedCount < maxSpawnCount + 1) // check if should start spawn status and if coroutine currently working already isSpawning = false > yes you can can if you want to spawn or not isSpawning = True > no it is already spawning you cant check anymore and send requests
{
isSpawning = true; // set spawning status to true
StartCoroutine(DelayedSpawn(delayInterval));
}
}
IEnumerator DelayedSpawn(float delay)
{
yield return new WaitForSecondsRealtime(delay);
if (spawnedCount <= maxSpawnCount)
{
GetRandomZombie(); // gets random zombie prefab to instantiate
spawnedObj = Instantiate(PrefabToSpawn, new Vector3(gameObject.transform.position.x + Random.Range(-5f, 5), 0, gameObject.transform.position.z + Random.Range(-5f, 5)), transform.rotation);
spawnedObj.transform.parent = gameObject.transform;
}
if (spawnedCount <= maxSpawnCount )
StartCoroutine(DelayedSpawn(delayInterval));
else if (spawnedCount == 6)
{
isSpawning = false;
yield break;
}
}
Solution 1:[1]
I would do this like this. It seems cleaner.
Also I would suggest GetRandomZombie() method to return a prefab. That would be cleaner as well.
A reminder: The game object with script that has the coroutine method is disabled/deleted somehow, unity gives an error and coroutine stops. You can solve this like this:
private void OnDisable() //To prevent the error
{
StopAllCoroutines();
}
private void OnEnable() //To start the coroutine again whenever the spawner object is enabled again.
{
StartCoroutine(DelayedSpawn());
}
private IEnumerator DelayedSpawn()
{
while (true)
{
yield return new WaitForSecondsRealtime(delayInterval);
if (gameObject.transform.childCount <= maxSpawnCount)
{
GetRandomZombie(); // gets random zombie prefab to instantiate
spawnedObj = Instantiate(PrefabToSpawn, new Vector3(gameObject.transform.position.x + Random.Range(-5f, 5), 0, gameObject.transform.position.z + Random.Range(-5f, 5)), transform.rotation);
spawnedObj.transform.parent = gameObject.transform;
}
}
}
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | Tar?k |
