I am using random range to choose a between enemy types to spawn.
IEnumerator Spawn()
{
int randAmount = Random.Range(minAmount, maxAmount); // Determine quantity of enemies to be spawned
int randType = Random.Range(0, 1); // Determine which enemy is spawned
enemies[randType](randAmount); // Call enemy type, then amount
yield return new WaitForSeconds(spawnRate);
StartCoroutine(Spawn()); // Loop
}
When attaching to unity with the debugger, I can see that randAmountchanges each time the coroutine is called, however the randType has not changed from 0, I have been testing over and over and I am starting to think it is no longer bad luck.
I know that the first variable is working correctly, is there anyway to ensure that the second one works correctly, or an alternative method to get a random number between 0 and 1 each time the coroutine is called.
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