我有一个脚本,它会在我创建的地形上延迟一段时间后生成敌人。它适用于创建的前三个敌人,但是当它第四次添加 navmeshagent 时,它会冻结整个游戏。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class RandomSpawn : MonoBehaviour {
public List<GameObject> Spawnables;
public Terrain spawnLand;
public float spawnWait = 1f;
public int numPer = 1;
public bool enableSpawning =true;
float minx,maxx,minz,maxz,waiter = 1f;
// Use this for initialization
void Start () {
minx = spawnLand.transform.position.x+2;
maxx = spawnLand.terrainData.size.x + minx-4;
minz = spawnLand.transform.position.z+2;
maxz = spawnLand.terrainData.size.z + minz-4;
}
void Update(){
waiter -= Time.deltaTime;
if (waiter<=0) {
waiter = spawnWait;
if (enableSpawning) {
Spawn ();
}
}
}
void Spawn()
{
for (int i = 0; i < numPer; i++) {
Vector3 loc = new Vector3 (Random.Range (minx, maxx), 0, Random.Range (minz, maxz));
GameObject go = (GameObject)Instantiate (Spawnables[Random.Range (0,Spawnables.Count)],new Vector3(0,0,0),new Quaternion(0,0,0,0));
NavMeshHit closestHit;
if( NavMesh.SamplePosition( loc, out closestHit, 500, 1 ) ){
go.transform.position = closestHit.position;
go.AddComponent<NavMeshAgent>();
//TODO
}
else{
Debug.Log("...");
}
}
}
}
我使用服务员和 spawnWait 将其延迟。它似乎总是在创建第四个对象并将 navmeshagent 添加到它之后立即冻结和崩溃。我发现它可能是从场景的重拍中发现的。有什么办法可以阻止它冻结或重新烘烤。或者有没有更好的方法来使用 navmeshagents 在设定的位置生成敌人?