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Question by moisespirela · Aug 01, 2016 at 01:57 PM · spawnwaves

Enemy Spawner Crash

I keep getting a crash if I add an IF statement to verify enemies killed.

 using UnityEngine;
 using System.Collections;
 
 public class SpawnManager : MonoBehaviour
 {
 
     public GameObject[] enemy;
     public Transform spawnX;
     public Transform spawnY;
 
     //wave control
     public int maxEnemy;
     public int enemyCount;
     public float spawnWait;
     public float startWait;
     public float waveWait;
     private static int wave;
     private int enemiesSpawned;
     public static int enemiesKilled;
     // end wave control
     // Use this for initialization
     void Start()
     {
         StartCoroutine(SpawnWaves());
         wave = 1;
     }
 
     // Update is called once per frame
     void Update()
     {
         Debug.Log(enemiesSpawned + "    " + wave);
         if (enemiesKilled == enemyCount)//THIS CAUSES THE CRASH, EVEN INSIDE THE IENUMERATOR
         {
             waveWait += Time.deltaTime;
             if(waveWait >= 5)
             GetNextWave();
         }
     }
 
     IEnumerator SpawnWaves()
     {
         yield return new WaitForSeconds(startWait);
         while (true)
         {
             if (enemiesSpawned <= maxEnemy)
             {
                 for (int i = 0; i >= enemyCount; i++)
                 {
                     Vector3 spawnPosition = new Vector3(Random.Range(-spawnX.position.x, spawnX.position.x), Random.Range(-spawnY.position.y, spawnY.position.y), -3);
                     int enemyIndex = Random.Range(0, enemy.Length);
                     Instantiate(enemy[enemyIndex], spawnPosition, enemy[enemyIndex].transform.rotation);
                     enemiesSpawned++;
                     yield return new WaitForSeconds(spawnWait);
                 }
             }
             else
             { }
 
             //yield return new WaitForSeconds(waveWait);
             
         }
     }
 
     void SetNextWave()
     {
         wave++;
         enemyCount = enemyCount * wave;
         enemiesSpawned = 0;
         enemiesKilled = 0;
     }
 
     void GetNextWave()
     {
         SetNextWave();
         StartCoroutine(SpawnWaves());
     }
 }
 
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Answer by Bunny83 · Aug 01, 2016 at 02:08 PM

You get the freeze because you have an infinite loop inside your coroutine without a yield statement.

if this if statement inside the coroutine is false:

 if (enemiesSpawned <= maxEnemy)

you will not enter the for loop where you have a yield. So the while loop effectively looks like this:

 while(true)
 {
 
 }

which is an infinite loop without breaking condition. To solve that problem just add at least a yield return null; at the end of your while loop:

 while(true)
 {
     // your other code
     yield return null;
 }
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avatar image moisespirela · Aug 01, 2016 at 02:30 PM 0
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Thank you, how noobish of me

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