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Question by GamingOink · Mar 25, 2017 at 08:52 AM · c#projectile

Whenever the game starts, multiple projectiles spawn instead of one single projectile?

There are multiple projectiles spawning and shooting at multiple positions. I do not understand this, please help. Read comments to understand goal of code snippets.

Here is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine; 

 public class LaserShooter : MonoBehaviour {

 public GameObject projectile;
 private int modChoose;
 private float speed = 1000;
 private bool access;
 Vector3 rayOrigin = new Vector3();
 Vector3 direction = new Vector3(0, 0, -1);
 Vector3 pos1 = new Vector3 (-7, 2, 12);
 Vector3 pos2 = new Vector3 (1, 2, 12);
 Vector3 pos3 = new Vector3 (7, 2, 12);
 Quaternion spawnRotation = Quaternion.Euler(90,0,0);

 void Start () {
     modChoose = Random.Range (1,4);
     access = true;
     //modChoose is picking a random number - which module to shoot from.
 }

 void spawn () {
     if (access == true) {
         if (modChoose == 1) {
             GameObject bullet = Instantiate(projectile, pos1, spawnRotation) as GameObject;
             bullet.GetComponent<Rigidbody> ().AddForce (-transform.forward * speed);
             rayOrigin = pos1;
             StartCoroutine(checkAccess()); 
             //If the first module is picked, fire a bullet from a specific pos. Go to function checkAccess().
         }

         if (modChoose == 2) {
             GameObject bullet = Instantiate(projectile, pos2, spawnRotation) as GameObject;
             bullet.GetComponent<Rigidbody> ().AddForce (-transform.forward * speed);
             modChoose = Random.Range (1, 4);
             rayOrigin = pos2;
             StartCoroutine(checkAccess()); 
         }

         if (modChoose == 3) {
             GameObject bullet = Instantiate(projectile, pos3, spawnRotation) as GameObject;
             bullet.GetComponent<Rigidbody> ().AddForce (-transform.forward * speed);
             modChoose = Random.Range (1, 4);
             rayOrigin = pos3;
             StartCoroutine(checkAccess()); 
         }
     }
 }

 IEnumerator checkAccess() {
     while (Physics.Raycast (rayOrigin, direction, 30)) {
         access = false;
         yield return new WaitForEndOfFrame();
         //While laser is in front of ray, access is set to false so nothing can spawn. 
         //Until the laser has passed the player (distance is greater than 30) do not let anything spawn.
     }
     speed = speed * 1.05;
     access = true;
     selectRandom();
     //Increase the speed so spawn rates increase and game is more difficult.
     //Go to function selectRandom().
 }

 void selectRandom() {
     modChoose = Random.Range (1, 4);
     spawn();
     //Select new random number.
     //Go back to function spawn and loop this.
     //Still need to add code where laser hits player. Player will explode and game ends.
    }
 }            
 
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