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Question by
muzammilz · Sep 07, 2018 at 07:02 AM ·
editortime.deltatimestuckcountdowntimer-script
unity editor stck if i give a value greater than 0 to my time variable.whats the problem?
using UnityEngine; using System.Collections; public class Spawner : MonoBehaviour { public GameObject fallingBlockPrefab;
public float timeLeft;
public float secondsBetweenSpawns = 1;
float nextSpawnTime;
public Vector2 spawnSizeMinMax;
public float spawnAngleMax;
Vector2 screenHalfSizeWorldUnits;
// Use this for initialization
void Start () {
screenHalfSizeWorldUnits = new Vector2 (Camera.main.aspect * Camera.main.orthographicSize, Camera.main.orthographicSize);
}
void FixedUpdate ()
{
timeLeft -= Time .deltaTime;
}
// Update is called once per frame
void Update ()
{
while (timeLeft >0)
{
if (Time.time > nextSpawnTime)
{
nextSpawnTime = Time.time + secondsBetweenSpawns;
float spawnAngle = Random.Range (-spawnAngleMax, spawnAngleMax);
float spawnSize = Random.Range (spawnSizeMinMax.x, spawnSizeMinMax.y);
Vector2 spawnPosition = new Vector2 (Random.Range (-screenHalfSizeWorldUnits.x, screenHalfSizeWorldUnits.x), screenHalfSizeWorldUnits.y + spawnSize / 0.2f);
GameObject newBlock = (GameObject)Instantiate (fallingBlockPrefab, spawnPosition, Quaternion.Euler (Vector3.forward * spawnAngle));
newBlock.transform.localScale = Vector2.one * spawnSize;
}
}
}
}
Comment
Answer by misher · Sep 07, 2018 at 08:35 AM
timeLeft -= Time .deltaTime;
there is a space between Time and dot.
there are easier way to do what you do instead of this weird combination of FixedUpdate and Update, he is some example:
public float spawnInterval = 1; // 1 second public bool autoStartSpawn = true; void Start () { if (autoStartSpawn) StartSpawning(); } [ContextMenu("Start Spwning")] void StartSpawning() { InvokeRepeating("Spawn", 0, spawnInterval); } [ContextMenu("Stop Spawning")] void StopSpawning() { CancelInvoke("Spawn"); } void Spawn() { Debug.Log("Spawned"); }
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