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0
Question by GhostDre · Oct 28, 2014 at 10:32 AM · c#triggerdestroyspawn

Trigger...Spawn...Destroy

Hi everyone, Im running into a little problem. As soon as I hit a trigger I want an enemy to spawn. I only want one enemy on the field. Now when I hit the trigger again I want that enemy that is on the field to destroy it self while the next enemy is about to spawn. Any ideas on how to do so? Do I use a "Destroy" Assignment on this? Heres what I have:

     public GameObject Enemy;
     public float mytimer;
 
 
     void Start()
     {
         GameObject player = GameObject.Find("Player");
     }
     
     void spawnEnemy() {
         Transform enemy;
         GameObject enemySpawnPoint =      GameObject.Find("EnemySpawn");
         enemy =  Instantiate(Enemy,enemySpawnPoint.transform.position,enemySpawnPo int.transform.rotation) as Transform; 
     }
     
     void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.name == "EnemyTrigger") {
             mytimer = Random.Range(0,10);
             Invoke("spawnEnemy", mytimer);
             Debug.Log("Spawn Normal");
 
             }
         }
 
         }
 

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Answer by dorpeleg · Oct 28, 2014 at 02:36 PM

You got some of it down.

Here is a script that should do what you asked:

 public GameObject Enemy; // the enemy prefab
 public float MyTimer; // the time to wait before spawn
 
 private GameObject _spawndEnemy; // the enemy that was spawnd
 
 void SpawnEnemy()
 {
     var enemySpawnPoint =  GameObject.Find("EnemySpawn").transform;
     _spawndEnemy = Instantiate(Enemy, enemySpawnPoint.position, enemySpawnPoint.rotation) as GameObject;
 }
 
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.name == "EnemyTrigger") {
         mytimer = Random.Range(0,10);
         Destroy(_spawndEnemy);
         Invoke("SpawnEnemy", mytimer);
         Debug.Log("Spawn Normal");
      }
 }
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avatar image GhostDre · Oct 29, 2014 at 12:15 AM 0
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Awesome man thank you so much

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