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Question by sillyjake · Sep 26, 2014 at 08:01 PM · rigidbodylinuxclones

[Closed] How to fix enemy clones from spawning more clones

I'm having this issue where the master enemy will clone the enemies that go out on the play field, But then the clones will make clones of themselves, I only want the master to make clones, Here's my code. using UnityEngine; using System.Collections;

 public class ENAI : MonoBehaviour {
 
     // Use this for initialization
     
     // Update is called once per frame
     void Update() {
         int rndizer = Random.Range(1, 51);
         if (rndizer == 1 ) {
             Rigidbody clone;
             clone = Instantiate (GameObject.Find("Enemy"), transform.position, transform.rotation) as Rigidbody;
             clone.AddForce (Vector3.forward / 40);
         }
     }
 }
 
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avatar image 767_2 · Sep 26, 2014 at 08:24 PM 0
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so your master enemy is only one

avatar image 767_2 · Sep 26, 2014 at 08:32 PM 0
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attach this script to your master enemys and delete them from your normal enemy prefabs

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Answer by Addyarb · Sep 26, 2014 at 08:22 PM

Something like the following should work.

 public class ENAI : MonoBehaviour {
     
     // Use this for initialization
     public bool canSpawn = true;
     // Update is called once per frame
     void Update() {
         if(canSpawn){
         int rndizer = Random.Range(1, 51);
         if (rndizer == 1 ) {
             Rigidbody clone;
             clone = Instantiate (GameObject.Find("Enemy"), transform.position, transform.rotation) as Rigidbody;
             clone.AddForce (Vector3.forward / 40);
             }
         }
     }
 }

Then attach this to your clone prefab.

public class CloneScript : MonoBehaviour { public bool AmIAClone = false;s // Use this for initialization

 // Update is called once per frame
 void Update (){
     if (AmIAClone == true) {

         GetComponent<ENAI>().canSpawn = false;

     }
 }

}

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avatar image Kiwasi · Sep 26, 2014 at 09:35 PM 0
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Right principle. But for the love of all things perfomant set your bool canSpawn once during start. Leave Update for things that must happen every frame.

avatar image sillyjake · Sep 27, 2014 at 09:37 PM 0
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 public class ENAI : $$anonymous$$onoBehaviour {
     
     // Use this for initialization
     public bool canSpawn = true;
     // Update is called once per frame
     void Update() {
         if(canSpawn){
             int rndizer = Random.Range(1, 51);
             if (rndizer == 1 ) {
                 Rigidbody clone;
                 clone = Instantiate (GameObject.Find("Enemy"), transform.position, transform.rotation) as Rigidbody;
                 clone.AddForce (Vector3.forward / 40);
                 if (gameObject.name == "Enemy(Clone)") {
                     GetComponent<ENAI>().canSpawn = false;
             }
         }
     }
 }

Error: Assets/ENAI.cs(21,1): error CS8025: Parsing error

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