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How do i spawn an enemy but with a randomized direction everytime it spawns?
I'm creating a topdown shooter but with the camera immovable.
i have a location (empty game object) im trying to spawn the enemy out of (which is in the center of the scene) i want them to spawn and translate outwards but everytime they spawn it's randomized in direction. i was working with a change in spawn time every time but couldn't get the rotation done as i have problem working with the "quarternion" section of the script? It confuses me how to work with that area.
Here is my script:
using UnityEngine; using System.Collections;
public class EnemySpawn : MonoBehaviour {
public GameObject enemyToSpawn = null;
public float spawnDelayMin = 5.0f;
public float spawnDelayMax = 8.0f;
private float _nextSpawnTime = 0.0f;
private GameObject _spawnedEnemy = null;
private Transform _t = null;
// Use this for initialization
void Start ()
{
_t = transform;
}
// Update is called once per frame
void Update () {
if(_spawnedEnemy == null && Time.time > _nextSpawnTime)
{
_nextSpawnTime = Time.time + Random.Range(spawnDelayMin, spawnDelayMax);
_spawnedEnemy = Instantiate (enemyToSpawn, _t.position + new Vector3(Random.Range (-100,0,0), Quaternion.identity) as GameObject;
}
}
}
Answer by AlucardJay · Nov 25, 2013 at 07:02 AM
Unity Scripting Reference : http://docs.unity3d.com/Documentation/ScriptReference/Quaternion.Euler.html
Check out UnityGems : http://unitygems.com/quaternions-rotations-part-1-c/
_spawnedEnemy.transform.rotation = Quaternion.Euler( 0, Random.Range(0, 360), 0 );
maybe im understanding the use of quaternions incorrectly but i researched as it was linked, and ended up with an error of
Assets/Standard Assets/Scripts/Camera Scripts/Scripts/EnemySpawn.cs(29,39): error CS1061: Type UnityEngine.GameObject' does not contain a definition for
rotation' and no extension method rotation' of type
UnityEngine.GameObject' could be found (are you missing a using directive or an assembly reference?)
here is my script:
using UnityEngine; using System.Collections;
public class EnemySpawn : $$anonymous$$onoBehaviour {
public GameObject enemyToSpawn = null;
public float spawnDelay$$anonymous$$in = 5.0f;
public float spawnDelay$$anonymous$$ax = 8.0f;
private float _nextSpawnTime = 0.0f;
private GameObject _spawnedEnemy = null;
private Transform _t = null;
// Use this for initialization
void Start ()
{
_t = transform;
}
// Update is called once per frame
void Update () {
if(_spawnedEnemy == null && Time.time > _nextSpawnTime)
{
_nextSpawnTime = Time.time + Random.Range(spawnDelay$$anonymous$$in, spawnDelay$$anonymous$$ax);
_spawnedEnemy = Instantiate (enemyToSpawn, _t.position, _spawnedEnemy.transform.rotation) as GameObject;
_spawnedEnemy.rotation = Quaternion.Euler ( 0, Random.Range (0,360), 0) ;
}
}
}
i've been toying around with this for awhile and my belief is it has to do with the _spawnedEnemy.transform.rotation area of the code?
Sorry, _spawnedEnemy is a gameObject, so you have to access the transform component. I've edited the answer.
ooooh okay it's definitely working now! thanks alot!
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