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Question by LuckierBread · Jun 27, 2016 at 02:02 AM · variablecoroutinemultiple

running the same code in different places

Hi guys,

I wrote the code below to spawn in hazard objects in a random point in a specific area.

 public GameObject[] hazardList;
 public int hazardCount;
 public float startWait;
 public float spawnWait;
 public float waveWait;
 public Vector3 spawnArea;


 void Start ()
 {
     StartCoroutine(HazardWaves());
 }
 
 IEnumerator HazardWaves()
 {
     yield return new WaitForSeconds(startWait);
     while(true)
     {
         for(int i = 0; i < hazardCount; i++)
         {
             GameObject hazard = hazardList[Random.Range(0, hazardList.Length)];
             Vector3 spawnPosition = new Vector3(Random.Range(-spawnArea.x, spawnArea.x), spawnArea.y, spawnArea.z);
             Quaternion spawnRotation = Quaternion.identity;
             Instantiate(hazard, spawnPosition, spawnRotation);
             yield return new WaitForSeconds(spawnWait);
         }
         yield return new WaitForSeconds(waveWait);
     }
 }

The issue i am having is that i need to run the same code but in 3 different spawn areas at once. I heard before that if you have to write your code twice then its bad form. So do you guys know how i can call this with 3 different areas without simply copy and pasting the code with a different spawn area V3?

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Answer by JedBeryll · Jun 27, 2016 at 06:00 AM

If you add a Vector3 spawnPos as parameter then you can execute the code in 3 different places:

  public GameObject[] hazardList;
  public int hazardCount;
  public float startWait;
  public float spawnWait;
  public float waveWait;
  public Vector3 spawnArea1;
  public Vector3 spawnArea2;
  public Vector3 spawnArea3;
  void Start ()
  {
      StartCoroutine(HazardWaves(spawnArea1));
      StartCoroutine(HazardWaves(spawnArea2));
      StartCoroutine(HazardWaves(spawnArea3));
  }
  
  IEnumerator HazardWaves(Vector3 spawnArea)
  {
      yield return new WaitForSeconds(startWait);
      while(true)
      {
          for(int i = 0; i < hazardCount; i++)
          {
              GameObject hazard = hazardList[Random.Range(0, hazardList.Length)];
              Vector3 spawnPosition = new Vector3(Random.Range(-spawnArea.x, spawnArea.x), spawnArea.y, spawnArea.z);
              Quaternion spawnRotation = Quaternion.identity;
              Instantiate(hazard, spawnPosition, spawnRotation);
              yield return new WaitForSeconds(spawnWait);
          }
          yield return new WaitForSeconds(waveWait);
      }
  }
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avatar image LuckierBread · Jun 29, 2016 at 06:07 PM 0
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Oh i see it now. you are giving the coroutine an input variable. That would do it. Thanks for the help.

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