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How can i stop enemys from spawning when maximum is reached, but start again spawing when maximum isn´t reached anymore?
So i created a top down shooter where you need to kill zombies that follow you. The spawnig process worked really well, but then i noticed that zombies spawn all the time. So i wanted to creat a maximum of enemies that can spawn, before the spawning stops. When the maximum is reached, zombies should no longer spawn. But when the maximum isnt reached anymore, they should spawn again. This is my Code. Please help me. using System.Collections; using System.Collections.Generic; using UnityEngine;
public class EnemySpawner : MonoBehaviour
{
[SerializeField]
private float spawnRadius = 7, time = 1.5f;
public int Enemysnow = 0;
public int enemyMax = 35;
private bool maxreached = false; // Bool that stores the Information if the maximum is reached
public GameObject[] enemies; //List of enemies that can get spawned
// Start is called before the first frame update
void Start()
{
StartCoroutine(SpawnEnemy()); //Start the Couroutine once at the start of the game
}
IEnumerator SpawnEnemy()
{
if (maxreached == false) //Only spawn when maximum isnt reaced
{
Vector2 spawnPos = GameObject.Find("Player").transform.position; //Spawning an enemy
spawnPos += Random.insideUnitCircle.normalized * spawnRadius;
Instantiate(enemies[Random.Range(0, enemies.Length)], spawnPos, Quaternion.identity);
yield return new WaitForSeconds(time);
Enemysnow++; // increase the enemy counter
}
StartCoroutine(SpawnEnemy()); //Start the Coroutine again
}
public void lowerMaxEnemys()
{
Enemysnow--; // decrease the enemy counter if a enemy is killed(Kill is in another script)
}
public void Update()
{
if (Enemysnow >= enemyMax) // Disable spawning when maximum is reached
{
maxreached = true;
}
if (Enemysnow <= enemyMax) // Anable spawning when maximum isnt reached anymore
{
maxreached = false;
}
}
}
Answer by kubajs · Mar 29, 2020 at 04:26 PM
IEnumerator SpawnEnemy()
{
while (true)
{
if (!maxreached)
{
Vector2 spawnPos = GameObject.Find("Player").transform.position; //Spawning an enemy
spawnPos += Random.insideUnitCircle.normalized * spawnRadius;
Instantiate(enemies[Random.Range(0, enemies.Length)], spawnPos, Quaternion.identity);
yield return new WaitForSeconds(time);
Enemysnow++; // increase the enemy counter
}
yield return null;
}
}
Also Update can be simplified a bit: public void Update() { maxreached = Enemysnow >= enemy$$anonymous$$ax; }
Plus avoid starting the same coroutine again and again from the same coroutine. Coroutines are intended to work with while or other loop cycle.
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