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Spawns More then it is possible to spawn? 168 instances for a limit of only 2 per carrier?
OK so Each carrier is capable of spawning 2 fighters and 2 Bombers, I have no Idea why but I'm getting 168 instances in my debug. when at 4 carriers I should only be getting 16... this boggles my mind Since I have (Fighetrcapasity > 0) this should prevent fighter from spawning yet it dosent...
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarrierBay : Photon.MonoBehaviour {
public float FighterCapacity = 2;
public float BomberCapacity = 2;
public bool IsOurs;
public CarrierAI CarrierScript;
public GameObject CarrierGameObject;
//----------------------------------------------------------------------------------------------------------------
void Start () {
CarrierScript = CarrierGameObject.GetComponent<CarrierAI> ();
}
//----------------------------------------------------------------------------------------------------------------
// Update is called once per frame
void LateUpdate () {
//----------------------------------------------------------------------------------------------------------------
if (PhotonNetwork.isMasterClient == true) {
//----------------------------------------------------------------------------------------------------------------
if (IsOurs == true && FighterCapacity > 0) {
PhotonNetwork.Instantiate ("T1Fighter", this.transform.position, this.transform.rotation, 0);
Debug.Log ("Spawning");
FighterCapacity -= 1;
}
//----------------------------------------------------------------------------------------------------------------
if (IsOurs == false && FighterCapacity > 0) {
PhotonNetwork.Instantiate ("T2Fighter", this.transform.position, this.transform.rotation, 0);
FighterCapacity -= 1;
Debug.Log ("Spawning");
}
//----------------------------------------------------------------------------------------------------------------
if (IsOurs == true && BomberCapacity > 0 && CarrierScript.distance < 2200) {
PhotonNetwork.Instantiate ("T1bomber", this.transform.position, this.transform.rotation, 0);
BomberCapacity -= 1;
Debug.Log ("Spawning");
}
//----------------------------------------------------------------------------------------------------------------
if (IsOurs == false && BomberCapacity > 0 && CarrierScript.distance < 2200) {
PhotonNetwork.Instantiate ("T2Bomber", this.transform.position, this.transform.rotation, 0);
BomberCapacity -= 1;
Debug.Log ("Spawning");
}
//----------------------------------------------------------------------------------------------------------------
}
}
}
Comment
Put a Debug.Log() before each Instantiate and Network Instantiate.
Your answer
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