[我的随机化程序脚本遇到Unity 2D问题

问题描述 投票:0回答:1

This image is of the what the screen looks like at the start, I would like these to appear one by one.我创建了此脚本来随机生成按钮,但是由于它们同时生成,因此不知道如何更改它们各自生成的时间。我看不到它们,也没有生成它们,但是在层次结构中正在创建它们。


public class RandomSpawn : MonoBehaviour {

    public GameObject prefab1, prefab2, prefab3, prefab4, prefab5;

    public float spawnRate = 2f;

    float nextSpawn = 0f;

    int whatToSpawn;

    // Update is called once per frame
    void Update() {

        if (Time.time > nextSpawn)
        {
            whatToSpawn = Random.Range(1, 6);

            switch (whatToSpawn)
            {
                case 1:
                    Instantiate(prefab1, transform.position, Quaternion.identity);
                    break;
                case 2:
                    Instantiate(prefab2, transform.position, Quaternion.identity);
                    break;
                case 3:
                    Instantiate(prefab3, transform.position, Quaternion.identity);
                    break;
                case 4:
                    Instantiate(prefab4, transform.position, Quaternion.identity);
                    break;
                case 5:
                    Instantiate(prefab5, transform.position, Quaternion.identity);
                    break;
            }

            nextSpawn = Time.time + spawnRate;
        }

我想念什么?

c# random instantiation spawn
1个回答
0
投票

https://docs.unity3d.com/ScriptReference/Time-time.html

因为您不知道什么是Time.time值,这样就可以使_t成为累计总数。

private float _t = 0;
private SpawnRate = 2;
void Update() {
            _t += Time.time;//The time at the beginning of this frame
            if (_t > SpawnRate)
            {
                whatToSpawn = Random.Range(1, 6);

                switch (whatToSpawn)
                {
                    case 1:
                        Instantiate(prefab1, transform.position, Quaternion.identity);
                        break;
                    case 2:
                        Instantiate(prefab2, transform.position, Quaternion.identity);
                        break;
                    case 3:
                        Instantiate(prefab3, transform.position, Quaternion.identity);
                        break;
                    case 4:
                        Instantiate(prefab4, transform.position, Quaternion.identity);
                        break;
                    case 5:
                        Instantiate(prefab5, transform.position, Quaternion.identity);
                        break;
                }

                _t = 0;
            }
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