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Question by davepottsyork · Mar 12, 2021 at 05:45 PM · listrandomspawnprefabs

Spawn various enemies at random

Hi All, I am wanting to write an enemy spawning script that chooses randomly from several types of enemies. Would it be most efficient to use 1 prefab, and just change the sprite at random when it spawns? I have the following script which works for a single prefab, I think I need to create a list instead of just the single gameobject "enemy", but dont know where to start! Thanks.

Here is my script so far:

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

 public class EnemySpawnerScript : MonoBehaviour    {

     public GameObject enemy;
     float randx, randy;
     Vector2 whereToSpawn;
     public float spawnRate = 2f;
     float nextSpawn = 0.0f;
 
     // Start is called before the first frame update
     void Start()    
 {
          }

     // Update is called once per frame
     void Update()    
 {
       
 if (Time.time > nextSpawn)

     {

         nextSpawn = Time.time + spawnRate;
         randx = Random.Range(10f, 10f);
         randy = Random.Range(-4.5f, 4.5f);
         whereToSpawn = new Vector2(randx, randy);
         Instantiate(enemy, whereToSpawn, Quaternion.identity);
     }
  
     }
    
 }
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Answer by Calamar1e · Mar 12, 2021 at 07:20 PM

Try this @davepottsyork :

      //define the amount of enemy types you can spawn in the hierarchy
      public GameObject[] Enemies;
      float randx, randy;
      Vector2 whereToSpawn;
      public float spawnRate = 2f;
      float nextSpawn = 0.0f;
  
      // Start is called before the first frame update
      void Start()    
  {
           }
      // Update is called once per frame
      void Update()    
  {
        
  if (Time.time > nextSpawn)
      {
          nextSpawn = Time.time + spawnRate;
          randx = Random.Range(10f, 10f);
          randy = Random.Range(-4.5f, 4.5f);
          whereToSpawn = new Vector2(randx, randy);
          Instantiate(enemy, whereToSpawn, Quaternion.identity);
      }
   
      }


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avatar image davepottsyork · Mar 12, 2021 at 07:56 PM 0
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Thanks. Would I just list the various enemies in the [] eg asteroid1;asteroid2;asteroid3; ?

avatar image Calamar1e davepottsyork · Mar 12, 2021 at 07:59 PM 0
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it should appear in the hierarchy, you can define the number of enemy types in by dragging in the the prefabs to various slots

avatar image Calamar1e · Mar 12, 2021 at 08:01 PM 0
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 This is my code:
 [SerializeField]
     private float spawnRadius = 7f, time = 3f;
 
     public GameObject[] Enemies;
 
     public GameObject SpawnFx;
 
     // Start is called before the first frame update
     void Start()
     {
         StartCoroutine(SpawnAnEnemy());
     }
 
     // Update is called once per frame
     void Update()
     {
         
     }
 
     IEnumerator SpawnAnEnemy()
     {
         GameObject Impact = Instantiate(SpawnFx, transform.position, Quaternion.identity);
 
         Vector2 spawnPos = GameObject.Find("Player").transform.position;
 
         spawnPos = Random.insideUnitCircle.normalized * spawnRadius;
 
         Instantiate(Enemies[Random.Range(0, Enemies.Length)], spawnPos, Quaternion.identity);
 
         Destroy(Impact, 0.3f);
 
         yield return new WaitForSeconds(time);
 
         StartCoroutine(SpawnAnEnemy());
     }

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