Im trying to instantiate items depending on time however for some reason it just doesnt work, here is the code
using UnityEngine;
using System.Collections;
public class lvl1 : MonoBehaviour {
public Transform prefab1;
public Transform prefab2;
public Transform prefab3;
public float myTimer = 0.0f;
void Start()
{
}
// Update is called once per frame
void Update ()
{
if (myTimer >= 0) {
myTimer += Time.deltaTime;
}
if (myTimer == 3) {
Spawn ( 1 );
Spawn ( 2 );
Spawn ( 3 );
Spawn ( 7 );
Spawn ( 8 );
}
if (myTimer == 4) {
Spawn ( 1 );
Spawn ( 2 );
Spawn ( 6 );
Spawn ( 7 );
Spawn ( 8 );
}
if (myTimer == 5) {
Spawn ( 1 );
Spawn (5 );
Spawn ( 6 );
Spawn ( 7 );
Spawn ( 8 );
}
}
void Spawn (int p)
{
if (p== 1) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab1, new Vector3(-9, 0, 17) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=1");
}
if (p== 2) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab1, new Vector3(-6, 0, 17) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=2");
}
if (p== 3) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab1, new Vector3(-4, 0, 17) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=3");
}
if (p== 4) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab1, new Vector3(-1, 0, 17) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=4");
}
if (p== 5) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab1, new Vector3(1, 0, 17) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=5");
}
if (p== 6) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab1, new Vector3(3, 0, 17) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=6");
}
if (p== 7) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab1, new Vector3(6, 0, 17) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=7");
}
if (p== 8) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab1, new Vector3(8, 0, 17) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=8");
}
if (p== 9) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab2, new Vector3(14, 0, 9) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=9");
}
if (p== 10) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab2, new Vector3(14, 0, 7) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=10");
}
if (p== 11) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab2, new Vector3(14, 0, 5) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=11");
}
if (p== 12) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab2, new Vector3(14, 0, 3) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=12");
}
if (p== 13) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab2, new Vector3(14, 0, 1) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=13");
}
if (p== 14) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab2, new Vector3(14, 0, 0) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=14");
}
if (p== 15) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab3, new Vector3(-14, 0, 0) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=15");
}
if (p== 16) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab3, new Vector3(-13, 0, 4) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=16");
}
if (p== 17) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab3, new Vector3(-14, 0, 5) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=17");
}
if (p== 18) {
float x2 = Random.Range (0.0F, 360.0F);
float y2 = Random.Range (0.0F, 360.0F);
float z2 = Random.Range (0.0F, 360.0F);
Instantiate( prefab3, new Vector3(-23, 0, 0) , Quaternion.Euler (x2, y2, z2)) ;
Instantiate( prefab3, new Vector3(-14, 0, 5) , Quaternion.Euler (x2, y2, z2)) ;
Debug.Log("p=18");
}
}}