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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); } =========================================================================================
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