Okay I have a game which involves spawning. My spawn points are both left and right. I have this wave that spawns once “delay” is completed. I am spawning moving object that does get destroyed. (which I am trying to do) At first it seems nice, no problems but after a few minutes (2 mins) it suddenly starts spawn 1000 upon 1000’s of my moving objects. How would I stop this!!! I think it may be because I haven’t got a destroy script, to destroy the moving objects, but I’m no genius! Please if anyone can help it would be much appreciated. Thank you!!!
Here’s my script:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class WaveAction
{
public string name;
public float delay;
public Transform prefab;
public int spawnCount;
public string message;
}
[System.Serializable]
public class Wave
{
public string name;
public List<WaveAction> actions;
}
public class WaveGenerator : MonoBehaviour
{
public float difficultyFactor = 0.9f;
public List<Wave> waves;
private Wave m_CurrentWave;
public Wave CurrentWave { get {return m_CurrentWave;} }
private float m_DelayFactor = 1.0f;
public GameObject ObjectToSpawn;
IEnumerator SpawnLoop()
{
m_DelayFactor = 1.0f;
while(true)
{
foreach(Wave W in waves)
{
m_CurrentWave = W;
foreach(WaveAction A in W.actions)
{
if(A.delay > 0)
yield return new WaitForSeconds(A.delay * m_DelayFactor);
if (A.message != "")
{
// TODO: print ingame message
}
if (A.prefab != null && A.spawnCount > 0)
{
for(int i = 0; i < A.spawnCount; i++)
{
// Random position within this transform
Vector3 rndPosWithin;
rndPosWithin = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f));
rndPosWithin = transform.TransformPoint(rndPosWithin * .5f);
Instantiate(ObjectToSpawn, rndPosWithin, transform.rotation);
}
}
}
yield return null; // prevents crash if all delays are 0
}
m_DelayFactor *= difficultyFactor;
yield return null; // prevents crash if all delays are 0
}
}
void Start()
{
StartCoroutine(SpawnLoop());
}
}