I’ve made it so that the enemy spawns when I enter battle, I have a function that allows me to run from battle which works but the problem I’m having is the enemies which are prefab clones don’t destroy themselves once I’ve left the battle so when I enter battle again they are still the same ones as before… Anyone got any ideas?
// Enemy Prefabs
var Enemy1 : GameObject;
var Enemy2 : GameObject;
var Enemy3 : GameObject;
var spawn1 : Transform;
var spawn2 : Transform;
var spawn3 : Transform;
function Start () {
spawnEnemies ();
}
function spawnEnemies () {
for(var i=0;i<3;i++) {
var random1 : int = Random.Range(0,3);
switch (random1) {
case (0):
var spawnEnemy1 = Instantiate(Enemy1);
switch (i) {
case (0):
spawnEnemy1.transform.position = new Vector3(spawn1.transform.position.x, spawn1.transform.position.y, spawn1.transform.position.z);
spawnEnemy1.transform.tag = "enemy1";
break;
case (1):
spawnEnemy1.transform.position = new Vector3(spawn2.transform.position.x, spawn2.transform.position.y, spawn2.transform.position.z);
spawnEnemy1.transform.tag = "enemy2";
break;
case (2):
spawnEnemy1.transform.position = new Vector3(spawn3.transform.position.x, spawn3.transform.position.y, spawn3.transform.position.z);
spawnEnemy1.transform.tag = "enemy3";
break;
}
break;
case (1):
var spawnEnemy2 = Instantiate(Enemy2);
switch (i) {
case (0):
spawnEnemy2.transform.position = new Vector3(spawn1.transform.position.x, spawn1.transform.position.y, spawn1.transform.position.z);
spawnEnemy2.transform.tag = "enemy1";
break;
case (1):
spawnEnemy2.transform.position = new Vector3(spawn2.transform.position.x, spawn2.transform.position.y, spawn2.transform.position.z);
spawnEnemy2.transform.tag = "enemy2";
break;
case (2):
spawnEnemy2.transform.position = new Vector3(spawn3.transform.position.x, spawn3.transform.position.y, spawn3.transform.position.z);
spawnEnemy2.transform.tag = "enemy3";
break;
}
break;
case (2):
var spawnEnemy3 = Instantiate(Enemy3);
switch (i) {
case (0):
spawnEnemy3.transform.position = new Vector3(spawn1.transform.position.x, spawn1.transform.position.y, spawn1.transform.position.z);
spawnEnemy3.transform.tag = "enemy1";
break;
case (1):
spawnEnemy3.transform.position = new Vector3(spawn2.transform.position.x, spawn2.transform.position.y, spawn2.transform.position.z);
spawnEnemy3.transform.tag = "enemy2";
break;
case (2):
spawnEnemy3.transform.position = new Vector3(spawn3.transform.position.x, spawn3.transform.position.y, spawn3.transform.position.z);
spawnEnemy3.transform.tag = "enemy3";
break;
}
break;
}
}
}