I am trying to implement a waves of enemies, where you need to create a new wave when the current wave has been destroyed.
Wave Code
[SerializeField] List<WaveConfig> waveConfigs;
[SerializeField] int startingWave = 0;
WaveConfig waveConfig;
void Start()
{
StartCoroutine(SpawnAllEnemyInWawe());
}
IEnumerator SpawnAllEnemyInWawe()
{
for(int waweIndex = startingWave; waweIndex < waveConfigs.Count; waweIndex++)
{
var currentWave = waveConfigs[waweIndex];
yield return StartCoroutine(SpawnAllEnemyInWawe(currentWave));
}
}
IEnumerator SpawnAllEnemyInWawe(WaveConfig waveConfig)
{
for(int enemyCount = 0; enemyCount<waveConfig.GetEnemyNumberOfParh(); enemyCount++)
{
GameObject newEnemy = Instantiate(waveConfig.GetEnemyPrefabs(),
waveConfig.GetEnemyWaiponts()[0].transform.position,
Quaternion.identity);
newEnemy.GetComponent<EnemyPath>().SetWaveConfig(waveConfig);
yield return new WaitForSeconds(waveConfig.GetTimeMegduSpawnomEnemy());
}
}
If I understand your point correctly.
this code not help you to wait previous wave was eliminate, it work flow is spawn next wave instantly after previous wave spawn completed.
IEnumerator SpawnAllEnemyInWawe()
{
for(int waweIndex = startingWave; waweIndex < waveConfigs.Count; waweIndex++)
{
var currentWave = waveConfigs[waweIndex];
yield return StartCoroutine(SpawnAllEnemyInWawe(currentWave));
}
}
IF you need to wait until current wave eliminate.
When wave begin, you should track all enemies in the wave (eg. amount, alive data, or something) and check it for start next wave.
Psudo :
void Update(){
if(enemyInWave == 0){ // Or Condition is fullfill to start next wave
NextWave();
}else {
// Do Nothing
}
}
void NextWave(){
var waveConfig = WaveConfig[currentWaveIndex]
enemyInWave = waveConfig.monsters.Amount
SpanwEnemy(waveConfig.monsters)
}
or something like that
You could use a static HashSet/List where you store all instances of created enemies. The enemies simply add and remove themselves to/from the HastSet during their lifetime.
Then you can simply wait until no enemies are left before going into the next wave.
Something like
public class YourWaveClass : MonoBehaviour
{
[SerializeField] List<WaveConfig> waveConfigs;
[SerializeField] int startingWave = 0;
private static HastSet<Enemy> currentlyAliveEnemies = new HashSet<Enemy>();
public static void Add(Enemy enemy)
{
if(!currentlyAliveEnemies.Contains(enemy)) currentlyAliveEnemies.Add(enemy);
}
public static void Remove(Enemy enemy)
{
if(currentlyAliveEnemies.Contains(enemy)) currentlyAliveEnemies.Remove(enemy);
}
void Start()
{
StartCoroutine(SpawnAllEnemyInWawe());
}
IEnumerator SpawnAllEnemyInWawe()
{
for(int waweIndex = startingWave; waweIndex < waveConfigs.Count; waweIndex++)
{
var currentWave = waveConfigs[waweIndex];
yield return StartCoroutine(SpawnAllEnemyInWawe(currentWave));
}
}
IEnumerator SpawnAllEnemyInWawe(WaveConfig waveConfig)
{
for(int enemyCount = 0; enemyCount<waveConfig.GetEnemyNumberOfParh(); enemyCount++)
{
// NOTE: It would be better/saver if you make your prefab directly of type Enemy then
var newEnemy = Instantiate(waveConfig.GetEnemyPrefabs(), waveConfig.GetEnemyWaiponts()[0].transform.position, Quaternion.identity);
newEnemy.GetComponent<EnemyPath>().SetWaveConfig(waveConfig);
yield return new WaitForSeconds(waveConfig.GetTimeMegduSpawnomEnemy());
}
// Now wait until the HashSet is empty => all enemies are dead
yield return new WaitUntil(() => currentlyAliveEnemies.Count == 0);
}
}
So what you need to have on your enemy prefabs would be a component like
public class Enemy : MonoBehaviour
{
// This is automatically called during Instantiate
private void Awake()
{
YourWaveClass.Add(this);
}
// this is called automatically when your object gets destroyed/dies
private void OnDestroy()
{
YourWaveClass.Remove(this);
}
}
Related
I have a wave script for my game and it works fine, however after a while I have realised it gets quite dull fighting against the same enemies over and over again, so I was wondering if I could make a list of some sort to store all enemies that will be in each wave.
Here is my script;
SpawnManager.cs
using System.Collections;
using UnityEngine;
[System.Serializable]
public class Wave
{
public int EnemiesPerWave;
public GameObject Enemy;
}
public class SpawnManager : MonoBehaviour
{
public Wave[] Waves; // class to hold information per wave
public Transform[] SpawnPoints;
public float TimeBetweenEnemies = 2f;
public GameObject HelpText;
public GameObject Shop;
public GameObject shopfx;
public Transform ShopL;
bool shopactive = false;
private int _totalEnemiesInCurrentWave;
private int _enemiesInWaveLeft;
private int _spawnedEnemies;
private int _currentWave;
private int _totalWaves;
void Start ()
{
_currentWave = -1; // avoid off by 1
_totalWaves = Waves.Length - 1; // adjust, because we're using 0 index
StartNextWave();
}
void Update()
{
if (_enemiesInWaveLeft <= 0 && Input.GetKeyDown(KeyCode.R))
{
StartNextWave();
}
}
void StartNextWave()
{
_currentWave++;
// win
if (_currentWave > _totalWaves)
{
return;
}
_totalEnemiesInCurrentWave = Waves[_currentWave].EnemiesPerWave;
_enemiesInWaveLeft = 0;
_spawnedEnemies = 0;
StartCoroutine(SpawnEnemies());
}
// Coroutine to spawn all of our enemies
IEnumerator SpawnEnemies()
{
GameObject enemy = Waves[_currentWave].Enemy;
while (_spawnedEnemies < _totalEnemiesInCurrentWave)
{
_spawnedEnemies++;
_enemiesInWaveLeft++;
int spawnPointIndex = Random.Range(0, SpawnPoints.Length);
// Create an instance of the enemy prefab at the randomly selected spawn point's
// position and rotation.
Instantiate(enemy, SpawnPoints[spawnPointIndex].position,
SpawnPoints[spawnPointIndex].rotation);
yield return new WaitForSeconds(TimeBetweenEnemies);
}
yield return null;
}
// called by an enemy when they're defeated
public void EnemyDefeated()
{
_enemiesInWaveLeft--;
// We start the next wave once we have spawned and defeated them all
if (_enemiesInWaveLeft == 0 && _spawnedEnemies == _totalEnemiesInCurrentWave)
{
HelpText.SetActive(true);
Invoke("SetFalse",5.0f);
Shop.SetActive(true);
Invoke("LateUpdate",1f);
Instantiate(shopfx, new Vector3(ShopL.transform.position.x, ShopL.transform.position.y, ShopL.transform.position.z), Quaternion.identity);
shopactive = true;
}
}
void SetFalse()
{
HelpText.SetActive(false);
}
void LateUpdate()
{
if(Input.GetKeyDown(KeyCode.R) && shopactive == true)
{
Shop.SetActive(false);
Instantiate(shopfx, new Vector3(Shop.transform.position.x, Shop.transform.position.y, Shop.transform.position.z), Quaternion.identity);
shopactive = false;
}
}
}
i am trying to develop a unity game which uses prefabs spawn at random locations from an array. The problem i am having is prefabs are spawning on the top of each other too many times. I have tried to prevent this from happening with the help of other topics not only here but also from google but i couldnt apply some methods to my code. So my goal is keep tracking last spawned object position and spawn next object at diffrent position from the array i have created within the obstacle script. Is there anyone who can help me?
This is my obstacle scripts which attached to prefabs.
public class obstacle : MonoBehaviour
{
private Rigidbody targetRb;
// Start is called before the first frame update
private float minSpeed = 12;
private float maxSpeed = 16;
private float ySpawnPos = 6;
private float NewPosition = -1.87f;
private List<Vector3> spawnPositions = new List<Vector3>();
private int index;
public int offset = 1;
void Start()
{
index = Random.Range(0, spawns.Length);
transform.position = spawns[index];
}
private void OnTriggerEnter(Collider other)
{
Destroy(gameObject);
}
Vector3 RandomForce()
{
return Vector3.down * Random.Range(minSpeed, maxSpeed);
}
Vector3[] spawns = new[]
//spawns = new Vector3[]
{
new Vector3(-2.16f,7,0),
new Vector3(-0.67f,7,0),
new Vector3(0.75f,7,0),
new Vector3(2.22f,7,0)
};
}
This is my game manager script which spawn the prefabs.
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
//spawnera alternatif daha güzel
{
public List<GameObject> targets;
// Start is called before the first frame update
public int score;
public TextMeshProUGUI scoreText;
public TextMeshProUGUI gameOverText;
public Button restartButton;
public bool isGameActive;
public float spawnRate = 3.0f;
public Text highScore;
public Text highestScore;
void Start()
{
isGameActive = true;
score = 0;
UpdateScore(0);
StartCoroutine(SpawnTarget());
highScore.text = PlayerPrefs.GetInt("HighScore", 0).ToString();
}
IEnumerator SpawnTarget()
{
while (isGameActive)
{
yield return new WaitForSeconds(spawnRate);
int index = Random.Range(0, targets.Count);
Instantiate(targets[index]);
UpdateScore(5);
if(score > PlayerPrefs.GetInt("HighScore",0))
{
PlayerPrefs.SetInt("HighScore", score);
highScore.text = score.ToString();
}
}
}
// Update is called once per frame
public void UpdateScore(int scoreToAdd)
{
score += scoreToAdd;
scoreText.text = "Score: " + score;
}
public void GameOver()
{
restartButton.gameObject.SetActive(true);
gameOverText.gameObject.SetActive(true);
isGameActive = false;
Time.timeScale = 0;
highScore.gameObject.SetActive(true);
highestScore.gameObject.SetActive(true);
}
public void RestartGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
Time.timeScale = 1;
}
}
A stack or queue might be a bit overkill, so instead, I'll just keep an iterator and check if we are exceeding the bounds of your array. I am also going to move the initial placement to the GameManager so it can manage which positions are left in the spawn list locations.
// move the array of locations to the GameManager
Vector3[] spawns = new[]
{
new Vector3(-2.16f,7,0),
new Vector3(-0.67f,7,0),
new Vector3(0.75f,7,0),
new Vector3(2.22f,7,0)
};
private int currentSpawnItr = 0;
private int maxSpawnItr = 0;
private System.Random rndm;
private void Start()
{
rndm = new System.Random();
maxSpawnItr = spawns.Length;
ShufflePositions();
}
IEnumerator SpawnTarget()
{
while (isGameActive)
{
yield return new WaitForSeconds(spawnRate);
int index = Random.Range(0, targets.Count);
GameObject tmpObstacle = Instantiate(targets[index]);
tmpObstacle.transform.position = GetNextPosition();
UpdateScore(5);
if(score > PlayerPrefs.GetInt("HighScore",0))
{
PlayerPrefs.SetInt("HighScore", score);
highScore.text = score.ToString();
}
}
}
private Vector3 GetNextPosition()
{
// when we reach the bounds of our spawn array length, shuffle it again
// and reset our iterator
if(currentSpawnItr == maxSpawnItr)
{
currentSpawnItr = 0;
ShufflePositions();
}
++currentSpawnItr;
return spawns[currentSpawnItr-1];
}
private void ShufflePositions()
{
Vector3 prevLast = spawns[maxSpawnItr-1];
spawns = spawns.OrderBy(spawn => rndm.Next()).ToArray();
// when our new first spawn was our old last spawn
if(spawns[0] == prevLast)
{
// randomly pick an index to swap our first element to
int randomIdx = rndm.Next(1, maxSpawnItr);
spawns[0] = spawns[randomIdx];
spawns[randomIdx] = prevLast;
}
}
I have not tested the above snippet. It is more the direction you could take this. If you have issues implementing this let me know.
I'm a beginner making my first game in Unity, following Unity's Create With Code course. I'm creating a shooter game that will use hand tracking. I haven't set up hand tracking yet so i created an OnTrigger input that explodes objects when I hit space. I created the spawn manager below to spawn waves of enemy attack, but they all the waves are spawning enemies too fast. It seems like they're spawning automatically instead of when the first wave has been destroyed.
Is there an easier way to spawn at a slower rate? Or spawn only when there are no more enemies alive?
EDIT: Added Attack script below
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnAttack : MonoBehaviour
{
public GameObject Trumps;
private float spawnRange = 9;
public int enemyCount;
public int waveNumber = 1;
void Start()
{
SpawnEnemyWave(waveNumber);
//InvokeRepeating("GenerateSpawnPosition", startDelay, randomInterval);
}
// Update is called once per frame
void Update()
{
enemyCount = FindObjectsOfType<Attack>().Length;
if(enemyCount == 0)
{
waveNumber++;
SpawnEnemyWave(waveNumber);
}
}
void SpawnEnemyWave(int enemiesToSpawn)
{
for (int i = 0; i < enemiesToSpawn; i++)
{
Instantiate(Trumps, GenerateSpawnPosition(), Trumps.transform.rotation);
}
}
private Vector3 GenerateSpawnPosition()
{
float spawnPosX = Random.Range(-spawnRange, spawnRange);
float spawnPosZ = Random.Range(-spawnRange, spawnRange);
Vector3 randomPos = new Vector3(spawnPosX, 0, spawnPosZ);
return randomPos;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Attack : MonoBehaviour
{
public float speed = 0.5f;
public GameObject Player;
private Rigidbody enemyRb;
// Start is called before the first frame update
void Start()
{
enemyRb = GetComponent<Rigidbody>();
Player = GameObject.Find("Player");
this.transform.LookAt(Player.transform);
}
// Update is called once per frame
void Update()
{
Vector3 lookDirection = (Player.transform.position - transform.position).normalized;
enemyRb.AddForce(lookDirection * speed);
transform.Translate(Vector3.forward * Time.deltaTime * speed);
}
private void OnTriggerEnter(Collider other)
{
Destroy(gameObject);
Debug.Log("Game Over");
}
}
I guess that you can use the invoke method:
Invoke("NameOfTheMethod", 1f)
What this method does is that it waits a certain amount of seconds before calling a method. You have to write the name of the method in quotation marks and then select how long you want to wait before the method is called (The "1f" represents the delay in seconds.) In your case, you can make the script wait before spawning enemies.
I don't know your Attack script but I would use something like
public class Attack : MonoBehaviour
{
public static readonly HashSet<Attack> AliveAttackInstances = new HashSet<Attack>();
private void Awake()
{
AliveAttackInstances.Add(this);
}
private void OnDestroy()
{
AliveAttackInstances.Remove(this);
}
}
So you can all the time in a cheaper way check how many and which enemies are alive like
public class SpawnAttack : MonoBehaviour
{
// I would change this type here to make sure your spawned prefab actually
// HAS an Attack attached .. otherwise your enemyCount will always be 0
public Attack Trumps;
...
void Update()
{
if(Attack.AliveAttackInstances.Count == 0)
{
waveNumber++;
SpawnEnemyWave(waveNumber);
}
}
Then in order to add a certain delay before spawning the next wave you could use a simple timer like
public class SpawnAttack : MonoBehaviour
{
public Attack Trumps;
[SerializeField] private float delay = 1f;
private float timer;
...
void Update()
{
if(Attack.AliveAttackInstances.Count == 0)
{
timer -= Time.deltaTime;
if(timer <= 0)
{
timer = delay;
waveNumber++;
SpawnEnemyWave(waveNumber);
}
}
}
Try to use Coroutine.
Here's a video about Coroutines: https://www.youtube.com/watch?v=qolMYyq0nX0
My example:
public class Spawn : MonoBehaviour {
private float TimeToWait = 3f;
public int enemyCount = 0;
public int waveNumber = 0;
public GameObject enemy;
void Start()
{
StartCoroutine(SpawnEnemyWave(waveNumber));
}
void Update()
{
if (enemyCount == 0)
{
waveNumber++;
StartCoroutine(SpawnEnemyWave(waveNumber));
}
if (Input.GetMouseButtonDown(0))
{
enemyCount--;
}
}
IEnumerator SpawnEnemyWave(int enemiesToSpawn)
{
//"Things to do before the seconds."
for (int i = 0; i < enemiesToSpawn; i++)
{
enemyCount++;
}
yield return new WaitForSeconds(TimeToWait); // at this example we wait 3 seconds (float TimeToWait = 3f;)
//"Things to do after the seconds."
for (int i = 0; i < enemiesToSpawn; i++)
{
Debug.Log("New Enemy!");
Instantiate(enemy, transform.position, Quaternion.identity);
}
}
}
So I put the object in the scene and then I made it "invisible" (deactivate if you will) from the inspector (the checkmark box next to the object's name) and after waiting 8 seconds it doesn't become visible. I am using Unity 2d and C#.
I have the game start paused for three seconds then plays after that which works. The first script is that one. The item is supposed to reappear after 8 seconds so after the game resumes, which doesn't work.
//delay before level starts script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class countDown : MonoBehaviour
{
public GameObject CountDown;
private void Start()
{
StartCoroutine("StartDelay");
}
void Update()
{
}
IEnumerator StartDelay()
{
Time.timeScale = 0;
float pauseTime = Time.realtimeSinceStartup + 3f;
while (Time.realtimeSinceStartup < pauseTime)
yield return 0;
CountDown.gameObject.SetActive(false);
Time.timeScale = 1;
}
{
//script for the flower to appear
IEnumerator Start()
{
print(Time.time);
yield return new WaitForSeconds(8);
print(Time.time);
flowerInScene.gameObject.SetActive(true);
}
[SerializeField] Transform flowerInScene;
}
I still don't really get your two methods called Start
You can simply call a StartCoroutine at the end of another Coroutine so you can chain them together (though there are surely better ways to do what you want in general):
using System.Collections;
using UnityEngine;
public class CountDown : MonoBehaviour
{
public GameObject CountDownObject;
public GameObject flowerObject;
private void Start()
{
StartCoroutine(Delay());
}
private IEnumerator Delay()
{
yield return new WaitForSeconds(3);
HideCountdown();
StartCoroutine(FlowerDelay());
}
private void HideCountdown()
{
CountDownObject.SetActive(false);
}
private IEnumerator FlowerDelay()
{
yield return new WaitForSeconds(8);
ShowFlower();
}
private void ShowFlower()
{
flowerObject.SetActive(true);
}
}
I personaly don't like Coroutines .. they are not so easy to debug sometimes. I would prefer doing something like this with simple timers (though in the first moment it does look worse). Advantage is I can now directly watch the timer count down in the inspector:
using UnityEngine;
public class SimpleCountDown : MonoBehaviour
{
[Header("The Objects")]
public GameObject CountDownObject;
public GameObject FlowerObject;
[Header("Settings")]
// Here you can adjust the delay times
public float StartOffset = 3;
public float FlowerOffset = 8;
[Header("Debug")]
public float startTimer;
public float flowerTimer;
public bool isStartDelay;
public bool isFlowerDelay;
private void Start()
{
startTimer = StartOffset;
flowerTimer = FlowerOffset;
isStartDelay = true;
}
private void Update()
{
if (!isStartDelay && !isFlowerDelay) return;
if (isStartDelay)
{
startTimer -= Time.deltaTime;
if (startTimer <= 0)
{
HideCountdown();
isStartDelay = false;
isFlowerDelay = true;
}
}
if (isFlowerDelay)
{
flowerTimer -= Time.deltaTime;
if (flowerTimer <= 0)
{
ShowFlower();
isFlowerDelay = false;
this.enabled = false;
}
}
}
private void HideCountdown()
{
CountDownObject.SetActive(false);
}
private void ShowFlower()
{
FlowerObject.SetActive(true);
}
}
I have a script that currently spawns enemies by set positions (point spawn). I am wondering how am I able to make them spawn ONLY when player is, for example, within 50 meters from spawn-point.
Wander Manager:
public class WanderingManager : MonoBehaviour {
public Transform[] wanderingPoints;
void getNewPos(GameObject target){
target.SendMessage("setNewWanderPos", wanderingPoints[Random.Range(0, wanderingPoints.Length)].position, SendMessageOptions.DontRequireReceiver);
}
}
Enemy Manager script:
[RequireComponent (typeof (WanderingManager))]
public class EnemyManager: MonoBehaviour {
public int maxZombies = 7;
public float spawnInterval = 5.0f;
public string zombiesTag = "Zombie", playerTag = "Player";
public GameObject[] ZombiePrefabs = null;
private GameObject player = null;
private ArrayList Zombies = new ArrayList();
private float lastTime = -10.0f;
private bool loaded = false;
private WanderingManager manager;
void Start () {
manager = GetComponent<WanderingManager>();
findPlayer();
}
// Update is called once per frame
void LateUpdate () {
if(player == null && loaded){
StartCoroutine(Restart());
}
if(Time.time > lastTime){
for(int i=0; i<Zombies.Count; i++){
if(Zombies[i] == null){
Zombies.RemoveAt(i);
}
}
if(Zombies.Count > maxZombies){
Zombies.RemoveAt(Zombies.Count - 1);
}else{
Transform point = manager.wanderingPoints[Random.Range(0, manager.wanderingPoints.Length)];
GameObject Z = Instantiate(ZombiePrefabs[Random.Range(0, ZombiePrefabs.Length)], point.position, point.rotation * Quaternion.Euler(0.0f, Random.Range(0.0f, 180.0f), 0.0f)) as GameObject;
Zombies.Add(Z);
}
lastTime = Time.time + spawnInterval;
}
}
void findPlayer(){
GameObject newPlayer = GameObject.FindWithTag(playerTag);
if(newPlayer != null && !newPlayer.name.Contains("Clone")){
player = newPlayer;
loaded = true;
}else if(newPlayer != null && newPlayer.name.Contains("Clone")){
Destroy(newPlayer);
retrySearch();
}
}
void retrySearch(){
findPlayer();
}
IEnumerator Restart(){
yield return new WaitForSeconds(10.0f);
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
Any help will be appreciated. Thanks!
Just do a distance check. Something like this:
if (Vector3.Distance(player.transform.position,enemySpawn.transform.position) < 50):
{
spawnEnemyLogic();
}