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Question by KampKounslr · Nov 13, 2015 at 01:43 PM · networkingrandomspawnpoints

Having trouble randomizing spawns on Tanks! Networked from asset store

Hello,

I'm trying to learn Unity networking and am using the Tanks! Networked version from the asset store to do that. I added additional spawn points to the scene but im having trouble getting them to work properly when randomly assigned; more than one tank may spawn at the assigned location, and other ways I've tried to do this have resulted in the non-local tanks either not being moved to the assigned respawn or all tanks switch between different spawns for the first 2 seconds of the game. See the code I wrote below, which is just a snippet of the GameManager script (as I have left the vast majority of it unmodified). Suggestions welcome to this Unity newb!

     private IEnumerator ClientRoundStartingFade()
     {
         float elapsedTime = 0.0f;
         float wait = m_StartDelay - 0.5f;
 
         yield return null;
 
         ResetAllTanks();
 
         while (elapsedTime < wait)
         {
             if(m_RoundNumber == 1)
                 m_FadingScreen.alpha = 1.0f - (elapsedTime / wait);
             else
                 m_EndRoundScreen.alpha = 1.0f - (elapsedTime / wait);
 
             elapsedTime += Time.deltaTime;
 
             yield return null;
         }
     }
 
 // This function is used to turn all the tanks back on and reset their positions and properties.
         private void ResetAllTanks()
         {
             RandomizeSpawns();
             for (int i = 0; i < m_Tanks.Count; i++)
             {
                 m_Tanks[i].m_TankSpawn = m_SpawnPoint[m_Tanks[i].m_Setup.m_PlayerNumber];
                 m_Tanks[i].Reset();
             }
         }
     
     
         private void RandomizeSpawns()
         {
             List<Transform> availableSpawns = new List<Transform>();    
             for (int i = 0; i < m_SpawnPoint.Length; i++) 
                 availableSpawns.Add(m_SpawnPoint[i]);
             for (int i = 0; i < m_SpawnPoint.Length; i++)
             {
                 int randomSpawn = Random.Range(0, availableSpawns.Count);
                 m_SpawnPoint[i] = availableSpawns[randomSpawn];
                 m_SpawnPoint[i].rotation = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f);
                 availableSpawns.RemoveAt(randomSpawn);
             }
         }
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avatar image KampKounslr · Nov 14, 2015 at 10:10 PM 0
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