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Question by TheBigBang · May 16, 2014 at 12:55 AM · collisioncolliderdestroyenemyspawn

Spawner continuing after boss dies

In my spawner script I have it where every 10 enemies that run through the game, the level increases and the speed of the enemy does too. So on level 4 I have a subboss that comes through the game, which makes the basic enemies not appear, basically having the player and the boss fighting alone. i'm having a little trouble, after I destroy the subboss the spawner does continue but however if the boss collides with the bottom bumper it dies (Which i want it to do if player choose to ignore the boss), but the spawner is turned off.

I want the spawner to continue if the boss collides with the bottom bumper(Like galaga). Here is the script Note: Turning isON from false to true makes the screen flood with enemies.

 var isON: boolean = true;
 var Enemyred: Transform;
 var Enemyreed: Enemy_Red;
 
 function Update () {
 
     //Spawns first enemy
     if (isON){
     transform.Translate(Vector3(direction * speed * Time.deltaTime,0,0));
     if (Time.time > lastSpawn + nextSpawn){
         Instantiate(enemy, transform.position, Quaternion.identity);
         level = manager.ShipCounter();
         manager.ShipCounter();
         lastSpawn = Time.time;
         nextSpawn = Random.Range(1.0,3.0 - (.2 * level));
         }
     }
         
         //spawns the subboss
         if (level == 4 && isON == true){
         isON = false;
         Instantiate(Enemyred, Vector3(0,8,2), Quaternion.identity);
         if (Time.time > lastSpawn + nextSpawn){
         level = manager.ShipCounter();
         manager.ShipCounter();
         lastSpawn = Time.time;
         nextSpawn = Random.Range(1.0,3.0 - (.2 * level));
         }
         }
         if (Enemyreed == null){
             Enemyreed = GameObject.FindWithTag("Enemy_Red").GetComponent(Enemy_Red);

         }


         if(Enemyreed.health <= 0 && level == 4 && isON == false )
         {
             isON = true;
     }
 }

I tried to make a collision but i couldn't get it to work, if you good help thank you! Also here is part of the boss script where the boss dies when colldies with the bottom bumper

 function OnCollisionEnter(Col: Collision){
     if (Col.gameObject.tag == "Bottom"){
         Destroy(gameObject);
     }
 }
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Answer by Kiwasi · May 16, 2014 at 02:47 AM

Couple of points to note

Use a custom timer instead of Time.time, this will allow you to pause the timer when the boss appears. There are multiple ways to build a custom timer. Here is one:

 private float timer;
 
 if(isOn){
     \\ Note placing it here means it is automatically paused if !isOn
     timer += Time.deltaTime;
     \\ Do all that other stuff replacing Time.time with timer

To fix the bumper problem I would add a check to see if Enemyreed has been destroyed. Change line 36 to:

 if(!Enemyreed || (Enemyreed.health <= 0 && level == 4 && isON == false)

A better optimisation would be to have Enemyreed destroy itself an this script just check if it is null.

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