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Question by BigPha · Jan 01, 2017 at 05:25 PM · prefabinstancefind

find in his own instance

I have a prefab who make alien spawn, and respawn if the alien is killed. Since I have several spawn prefabs, I have to wait that all Aliens had been killed to make them respawn. How could I do to make .Find() search only in his prefab?

Sorry I am new to unity and OOP so my question may be confused.

He is my script:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class spawn : MonoBehaviour {

 public GameObject alien;
 private float respawnTimer = 3f, nextSpawn;
 private bool alive = true;

 void Start () {
     Instantiate (alien, transform.position, Quaternion.identity);
 }
 void Update () {
     if (alive == true && GameObject.Find("alien(Clone)") == null) {
         nextSpawn = Time.time + respawnTimer;
         alive = false;
     }
     if (alive == false && Time.time > nextSpawn) {
         Instantiate (alien, transform.position, Quaternion.identity);
         alive = true;
     }
 }

}

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avatar image BigPha · Jan 01, 2017 at 10:45 AM 0
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Ok I found how to solve my problem, I just kept a reference to the game object I instantiate then I tested if it was null or not:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class spawn : $$anonymous$$onoBehaviour {

 public GameObject alien;
 private float respawnTimer = 3f, nextSpawn;
 private bool alive = true;
 private GameObject clone;

 void Start () {
     clone = Instantiate (alien, transform.position, Quaternion.identity);
 }
 void Update () {
     if (alive == true && clone == null) {
         nextSpawn = Time.time + respawnTimer;
         alive = false;
     }
     if (alive == false && Time.time > nextSpawn) {
         clone = Instantiate (alien, transform.position, Quaternion.identity);
         alive = true;
     }
 }

}

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