C# Unity: Enemy Spawning Coroutine with WaitForSeconds
The code provided is incomplete and lacks context. However, based on the given code snippet, it seems to be a method called "Update()" and a coroutine called "CreateEnemy()".\n\nHere's the code with some additional modifications for clarity:\n\ncsharp\nvoid Update()\n{\n // Update logic here\n}\n\nprivate IEnumerator CreateEnemy()\n{\n for (int i = 0; i < count; i++)\n {\n for (int j = 0; j < counts; j++)\n {\n // Instantiate a random enemy from the \"enemys\" array at the current position with no rotation\n Instantiate(enemys[Random.Range(0, enemys.Length)], transform.position, Quaternion.identity);\n\n // Wait for \"times\" seconds before spawning the next enemy\n yield return new WaitForSeconds(times);\n }\n\n // Wait for \"time\" seconds before starting the next wave of enemies\n yield return new WaitForSeconds(time);\n }\n}\n\n\nIn this code, the "Update()" method is typically used for updating the game logic continuously. The "CreateEnemy()" coroutine is responsible for spawning enemies in waves. The "Instantiate()" function is used to create a new instance of an enemy prefab at the current position of the object that this script is attached to. The "yield return new WaitForSeconds()" statements are used to introduce delays between spawning enemies or between waves.
原文地址: https://www.cveoy.top/t/topic/qEac 著作权归作者所有。请勿转载和采集!