SK
01 Jun 2021
Challenge 2 - Play Fetch BONUS
With Bonus: The spawn interval is Random
Added to Script:
===================================================================================
private float spawnTimeMin = 3.0f;
private float spawnTimeMax = 5.0f;
void Start()
{
StartCoroutine("SpawnRandomBall");
}
void Update()
{
}
IEnumerator SpawnRandomBall()
{
while (true)
{
int ballIndex = Random.Range(0, ballPrefabs.Length);
Vector3 spawnPos = new Vector3(Random.Range(-spawnRangeMin, spawnTimeMax), spawnRangeZ, 0);
Instantiate(ballPrefabs[ballIndex], spawnPos, ballPrefabs[ballIndex].transform.rotation);
yield return new WaitForSeconds(Random.Range(spawnTimeMin, spawnTimeMax));
}
}
}
======================================================================================
Bonus: player can only spawn a new dog after a certain amount of time has passed
Added to Script:
=========================================================================================
public float fireRate = 0.5f;
public float nextFire = 10.5f;
if (Input.GetKeyDown(KeyCode.Space) && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Instantiate(dogPrefab, transform.position, dogPrefab.transform.rotation);
}
=========================================================================================
Challenge 2 - Play Fetch BONUS
With Bonus: The spawn interval is Random
Added to Script:
===================================================================================
private float spawnTimeMin = 3.0f;
private float spawnTimeMax = 5.0f;
void Start()
{
StartCoroutine("SpawnRandomBall");
}
void Update()
{
}
IEnumerator SpawnRandomBall()
{
while (true)
{
int ballIndex = Random.Range(0, ballPrefabs.Length);
Vector3 spawnPos = new Vector3(Random.Range(-spawnRangeMin, spawnTimeMax), spawnRangeZ, 0);
Instantiate(ballPrefabs[ballIndex], spawnPos, ballPrefabs[ballIndex].transform.rotation);
yield return new WaitForSeconds(Random.Range(spawnTimeMin, spawnTimeMax));
}
}
}
======================================================================================
Bonus: player can only spawn a new dog after a certain amount of time has passed
Added to Script:
=========================================================================================
public float fireRate = 0.5f;
public float nextFire = 10.5f;
if (Input.GetKeyDown(KeyCode.Space) && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Instantiate(dogPrefab, transform.position, dogPrefab.transform.rotation);
}
=========================================================================================
Made with