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Question by EMusGames · Jan 06, 2014 at 08:29 PM · c#spawndelay

Adding Delay to a for loop in C#

I'm creating a spawn system for my game. Problem is that everything spawns at once. I need them to stagger. I've tried using Thread.Sleep (which gives me errors) and a few other methods which have all failed. Here is my code:

 using UnityEngine;
 using System.Collections;
 
 public class SpawnPieces : MonoBehaviour {
     //Sets up prefab
     public GameObject PiecePrefab;
     public GameObject Spawn;
     public int fSpawnDelay;
     public string GameTag;
     // number of rows and columns
     // use rows to count pieces
     public int rows = 8;
     public int columns = 5;
 
     // count each row by GameTag
     private int piececountR1 = GameObject.FindGameObjectsWithTag("game_piece_r1").Length;
     private int piececountR2 = GameObject.FindGameObjectsWithTag("game_piece_r2").Length;
     private int piececountR3 = GameObject.FindGameObjectsWithTag("game_piece_r3").Length;
     private int piececountR4 = GameObject.FindGameObjectsWithTag("game_piece_r4").Length;
     private int piececountR5 = GameObject.FindGameObjectsWithTag("game_piece_r5").Length;
 
     void SpawnStart() {
             Instantiate(PiecePrefab, Spawn.transform.position, Quaternion.identity);
     }
     /*
     string SpawnStart(int EmptySpaces) {
         for(int i=0; i<rows; i++) {
             //Spawn Pieces
             Instantiate(PiecePrefab, Spawn.transform.position, Quaternion.identity);
         }
         return "Spawn";
     }*/
 
     // Use this for initialization
     void Start () {
         for(int i=0; i<rows; i++) {    
             Invoke("SpawnStart", fSpawnDelay);
         }
     
     }
     
     // Update is called once per frame
     void Update () {
 
     
     }
 }



Right now, that pauses however many seconds I've setup and then dumps everything all at once. How do I make it spawn 1 enemy, then pause, then another enemy, then pause, so I don't start the game with a horde?

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Answer by robertbu · Jan 06, 2014 at 08:42 PM

Try this:

 void Start () {
      InvokeRepeating("SpawnStart", 0.0f, fSpawnDelay);
    }

I'd make fSpawnDelay a float rather than an int.

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avatar image EMusGames · Jan 06, 2014 at 09:36 PM 0
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Well it slows it down, but now it won't stop when it hits the top piececount (contained in "rows"). I tried it in a if statement

 if (piececountR1 < rows) {
         InvokeRepeating("SpawnStart", 0.0f, fSpawnDelay);
         }

But it doesn't work.

avatar image robertbu · Jan 06, 2014 at 09:46 PM 0
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You can do it this way for a fixed number:

 IEnumerator Start() {
     for(int i=0; i<rows; i++) {   
         SpawnStart();
         yield return new WaitForSeconds(fSpawnDelay);
     }
 }

You can put the Instantiate() in place of 'SpawnStart()' if the Instantiate() call is all the 'SpawnStart()' function is going to do.

While this is cleaner, using the original code you could have used CancelInvoke() when the number of items reached the limit.

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