using System.Collections; using UnityEngine; public class MonsterGenerator : MonoBehaviour { public GameObject monsterPrefab; public float generateInterval = 2.0f; public Collider spawnArea; private void Start() { StartCoroutine(GenerateMonsters()); } private IEnumerator GenerateMonsters() { while (true) { // 检查是否设置了限制生成区域的Collider if (spawnArea == null) { Debug.LogError("请设置限制生成区域的Collider!"); yield break; } // 在限制生成区域内生成怪物 Vector3 spawnPoint = new Vector3( Random.Range(spawnArea.bounds.min.x, spawnArea.bounds.max.x), spawnArea.transform.position.y, Random.Range(spawnArea.bounds.min.z, spawnArea.bounds.max.z) ); Instantiate(monsterPrefab, spawnPoint, Quaternion.identity); yield return new WaitForSeconds(generateInterval); } } }给每条代码注释
时间: 2024-02-24 21:54:08 浏览: 169
下面是对该代码的注释:
```
using System.Collections;
using UnityEngine;
public class MonsterGenerator : MonoBehaviour
{
// 怪物的预制体
public GameObject monsterPrefab;
// 生成间隔
public float generateInterval = 2.0f;
// 限制生成区域的碰撞体
public Collider spawnArea;
private void Start()
{
// 开始生成怪物
StartCoroutine(GenerateMonsters());
}
private IEnumerator GenerateMonsters()
{
while (true)
{
// 检查是否设置了限制生成区域的Collider
if (spawnArea == null)
{
Debug.LogError("请设置限制生成区域的Collider!");
yield break;
}
// 在限制生成区域内生成怪物
Vector3 spawnPoint = new Vector3(
Random.Range(spawnArea.bounds.min.x, spawnArea.bounds.max.x),
spawnArea.transform.position.y,
Random.Range(spawnArea.bounds.min.z, spawnArea.bounds.max.z)
);
Instantiate(monsterPrefab, spawnPoint, Quaternion.identity);
// 等待一段时间后再生成下一个怪物
yield return new WaitForSeconds(generateInterval);
}
}
}
```
希望对你有所帮助!
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