Lads,
I’m trying to cancel an instantiation. Currently the invoke continues to instance the gameobject after ‘towerdamage’ == 0. Here’s my script:
using UnityEngine;
using System.Collections;
public class Strike_Details : MonoBehaviour {
public float strikeSpeed = 1f;
Tower_Damage script;
void Start()
{
Invoke ("SpawnObject", strikeSpeed);
script = gameObject.GetComponent<Tower_Damage>();
}
void SpawnObject()
{
Instantiate(gameObject, transform.position, transform.rotation);
Destroy (gameObject);
}
void update ()
{
if (script.towerDamage == 0)CancelInvoke (gameObject);
}
}
Any ideas?
Stef