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How can I change scene or Quit game after killing all the spawned enemies?

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**I am experimenting with Survival Shooter project and I am spawning 3 enemies of 3 different types and i want to change scene or quit game after killing all the spawned enemies.** **this is my EnemyManager script :** using UnityEngine; using UnityEngine.SceneManagement; namespace CompleteProject { public class EnemyManager : MonoBehaviour { public PlayerHealth playerHealth; // Reference to the player's heatlh. public GameObject enemy; // The enemy prefab to be spawned. public float spawnTime = 3f; // How long between each spawn. public Transform[] spawnPoints; // An array of the spawn points this enemy can spawn from. private int enemyCount = 0; public int maxEnemyCount = 3; void Start () { // Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time. InvokeRepeating ("Spawn", spawnTime, spawnTime); } void Spawn () { // If the player has no health left... if(playerHealth.currentHealth <= 0f) { // ... exit the function. return; } // Find a random index between zero and one less than the number of spawn points. int spawnPointIndex = Random.Range (0, spawnPoints.Length); // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation. Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); enemyCount++; if(enemyCount>=maxEnemyCount){ CancelInvoke("Spawn"); } } } } ,**I am spawning 3 enemies of 3 types and i want to change scene or quit the game after killing all the spawned enemies.** **this is my EnemyManager Script :** using UnityEngine; using UnityEngine.SceneManagement; namespace CompleteProject { public class EnemyManager : MonoBehaviour { public PlayerHealth playerHealth; // Reference to the player's heatlh. public GameObject enemy; // The enemy prefab to be spawned. public float spawnTime = 3f; // How long between each spawn. public Transform[] spawnPoints; // An array of the spawn points this enemy can spawn from. private int enemyCount = 0; public int maxEnemyCount = 3; void Start () { // Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time. InvokeRepeating ("Spawn", spawnTime, spawnTime); } void Spawn () { // If the player has no health left... if(playerHealth.currentHealth <= 0f) { // ... exit the function. return; } // Find a random index between zero and one less than the number of spawn points. int spawnPointIndex = Random.Range (0, spawnPoints.Length); // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation. Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); enemyCount++; if(enemyCount>=maxEnemyCount){ CancelInvoke("Spawn"); } } } }

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