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Question by ltlead · Jan 11, 2018 at 07:07 PM · c#prefabarray of gameobjects

Adding a prefab to GameObject[] via script

Hey all,

I have a public GameObject[] enemies which I call with Random.Range to spawn waves of enemies for a top down shooter style game. I'd like to increase the pool of enemies by adding a new harder enemy each 10 waves or so.

Is there a way of doing what I'm describing via script in C# ? If not, what options do I have ?

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avatar image OneCept-Games · Jan 11, 2018 at 08:45 PM 1
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TIP: When you have implemented object pooling with List's you can reuse your pool of objects by either adding a Script with a String or Enum value defining your Enemy Type, and ins$$anonymous$$d of destroying the Enemy on the kill you just call SetActive(false) on the object, and then when reusing you Reset Position and Rotation and call SetActive(true) and start moving your enemy, just as it were Instantiated the first time.
That way you can have many enemies and explosions without using the expensive Instantiate() every time you spawn a new Enemy or an Explosion, shot etc.

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Answer by TreyH · Jan 11, 2018 at 07:19 PM

When you need to keep a varying number of elements, you should use a List.

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avatar image MaxGuernseyIII · Jan 11, 2018 at 07:22 PM 3
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This is the answer to this question.

avatar image ltlead · Jan 11, 2018 at 07:39 PM 0
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Thanks, never used lists before I'll check it out.

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