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Question by Kur4ta · May 30, 2017 at 10:45 AM · spawning-enemiesswitch-case

how to start over to back the frist Switch again, when the Function Spown has been done , it should be back to the function initialization but it can't. thank in andvanced

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

namespace CompleteProject { public class LcgRandom : MonoBehaviour {

 public int x;
 public int i = 0;
 public int a;
 public int xn = 0;
 public int c;
 public int m = 7;
 public int lcg;
 private EnemyHealth ambil;
 public GameObject musuh;
 //public GameObject spawnPoint;
 public float SpawnAreaGive = 1f;

 
     public enum State
     {
         idle,
         initialization,
         pernyataan,
         kolerasi,
         acak,
         spown

     
     };
         
     public State state;



  void Awake() {
         
             ambil = GameObject.FindWithTag ("Enemy").GetComponent<EnemyHealth> ();
         state = LcgRandom.State.initialization;
     }



 // Use this for initialization
     IEnumerator Start () {
         while (true) {
             switch (state) {
             case State.initialization:
                 initialization ();
                 break;
             case State.kolerasi:
                 kolerasi ();
                 break;
             case State.acak:
                 acak ();
                 break;
             case State.spown:
                 spown ();
                 break;
             
             }
             yield return null;
         }
 }



     // void Update   (){
         
     //    if (ambil.currentHealth <= 0) {
     //        ambil.isDead = true;

              
         
     //        state = LcgRandom.State.initialization;
                 
         
     //    }
 //    }
     private void initialization(){
     //    if (!CheckMusuh ())
     //        return;

     //    if (!CheckSpawnPoint ())
     //        return;
         if (ambil.currentHealth <= 0) {
             

             state = LcgRandom.State.kolerasi;
         }
 }
 private void kolerasi() {


         c = ambil.NilaiCounter;
         a = ambil.startingHealth;
         state = LcgRandom.State.acak;
     
     }

 private void acak ()
     {

     
             x = ((a * xn) + c);
             lcg = x % m;
             xn = lcg;
             state = LcgRandom.State.spown;

     }

     private void spown ()
     {

         if (lcg == 4) {

         
         
             GameObject[] enemySpawns = GameObject.FindGameObjectsWithTag ("EnemySpawnPoint2");



             foreach (GameObject spawnPoint in enemySpawns) {

                 int noOfEnemies = 3;

                 for (int j = 0; j <= noOfEnemies; j++) {

                     GameObject enemy;
                     enemy = Instantiate (musuh, new Vector3 (spawnPoint.transform.position.x + Random.Range (-SpawnAreaGive, SpawnAreaGive),
                         spawnPoint.transform.position.y + Random.Range (-SpawnAreaGive, SpawnAreaGive),    
                         spawnPoint.transform.position.z + Random.Range (-SpawnAreaGive, SpawnAreaGive)),
                         spawnPoint.transform.rotation) as GameObject;
                     


                     initialization();


                 }
                     
                     

             } 

         }
     }

} }

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