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Question by
RaulG · Jul 28, 2013 at 02:06 AM ·
spawnienumeratortimespan
Random script activates for a set amount of time
Yeah no clue where to go from here.
Part that spawns them in:
public IEnumerator Set1()
{
if (GameObject.FindGameObjectsWithTag("Platform").Length >= 10)
{
yield break;
}
for(int a = 0; a < 10; a++)
{
PlatformOBJChild = Instantiate(PlatformOBJSel, new Vector3(2.0f+ iX,1.0f+iY,0.0f),
Quaternion.identity) as Transform;
iX +=Random.Range(3.0f,6.0f);
iY +=Random.Range(1.0f,2.0f);
MaxCount++;
a++;
s1++;
Debug.Log("MaxCount " + MaxCount);
tList.Add(PlatformOBJChild);
}
if(s1 == 10)
{
rpSpawn = rPlatSpawn.Next(0,300);
yield break;
}
}
Part that should activate the Sets.
if (GameObject.FindGameObjectsWithTag("Platform").Length < 10)
{
if (rpSpawn <= 100)
{
StartCoroutine(Set1());
}
}
Besides the fact it doesn't work for a set amount of time, it spawns in 5 at a time, and breaks through the tList.
Sorry if I didn't give enough information. Ill try to find a way to explain it better.
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