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Post by DarkTonic Dev on Sept 11, 2015 4:55:30 GMT
That last one is great (killing killables on any collision), perhaps layer/tag based would be best? Anyway, maybe I'm just missing something, but a good idea may be a proximity event for Triggered Spawners. Just using a tag filter would work well. If your player is within X start spawning. I do this with Code Triggered events and some logic, but it would be pretty nice to have it just as a built in event. Not really the place for it I guess, but the reason that I'm not just using ontriggerenter2d is because I can't seem to figure out how to keep triggering it while IN the trigger... So I just do my own logic to handle it. The example may be... a cannon that is inactive until you are standing x distance away, or standing in a specific zone. I would want it to keep triggering, limited by the retrigger Limit Mode setting. Just a thought, maybe there's an easy way to do that and I'm missing it. As always, well done with this. Killing Killables with any collision already made it in a few versions ago. It's in the Death & Despawn Triggers section. What you are looking for is OnTriggerStay to spawn a new wave every X seconds, which is on the roadmap first post. I'll go ahead and move it closer to the top because I think it will be easy. Although...there is a way to do this already. When using a Trigger Enter wave for instance, there's a checkbox that says "Stop When Trigger Exit". Check that, and then make the wave repeat "endless" with a time delay between. That should make it work 
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Post by appgeckodev on Feb 24, 2016 12:38:09 GMT
1 -> 5) Add a way to have "random delay" between spawned items instead of fixed. This caught me off guard while looking at using Core Gamekit to replace my own messy ObjectPooling/Spawner code. Any progress updates or additional suggestions would be highly appreciated. I've had a look at what this dev did, darktonic.freeforums.net/thread/312/random-spawning-spawners, however that approach puts me back at using my own custom spawner instead of Core GameKit's awesome Editor / workflow.
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Post by DarkTonic Dev on Feb 24, 2016 16:31:31 GMT
1 -> 5) Add a way to have "random delay" between spawned items instead of fixed. This caught me off guard while looking at using Core Gamekit to replace my own messy ObjectPooling/Spawner code. Any progress updates or additional suggestions would be highly appreciated. I've had a look at what this dev did, darktonic.freeforums.net/thread/312/random-spawning-spawners, however that approach puts me back at using my own custom spawner instead of Core GameKit's awesome Editor / workflow. I will move it up closer to the top of the list. It kind of goes against "time to spawn all" so it will take some thinking.
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mush
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Post by mush on Feb 24, 2016 19:11:31 GMT
Hello Brian - is there a way to have first spawned item always the same but then other spawned random? So I want to spawn 5 objects when enemy is killed - but I want the first one to always be the first and the other 4 to be random - if that makes sense.
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Post by DarkTonic Dev on Feb 24, 2016 20:14:15 GMT
Hello Brian - is there a way to have first spawned item always the same but then other spawned random? So I want to spawn 5 objects when enemy is killed - but I want the first one to always be the first and the other 4 to be random - if that makes sense. Sure, have the death prefab of enemy 1 be a specific prefab. Then put a Triggered Spawner on that specific prefab to use Enable event to spawn 4 things from a prefab pool, which are random.
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magique
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Post by magique on Mar 14, 2016 15:00:42 GMT
I just bought Core GameKit for use in my upcoming Wii U shmup. I have previously been using my own lightweight pooling and spawn system. One thing I am not able to do with this without extra coding/integration is utilize Curvy. I think having a Curvy integration in this system would be fantastic. What I have in my spawning system is the ability to spawn objects and it automatically assigns them to a specific Curvy path. In order to do that with Core GameKit, as far as I can tell, I would need to make separate enemies for each Curvy path I want to assign and then spawn those. It's nicer to have just a single enemy prefab that can attach to multiple paths and have those paths assigned at spawn time. Then I can have a wave of enemies flying in on various curved paths that change per wave. If you are unfamiliar with Curvy, you can find it at the following link: www.assetstore.unity3d.com/en/#!/content/7038 Or am I missing something that might allow me to do this already?
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Post by DarkTonic Dev on Mar 14, 2016 16:14:00 GMT
I just bought Core GameKit for use in my upcoming Wii U shmup. I have previously been using my own lightweight pooling and spawn system. One thing I am not able to do with this without extra coding/integration is utilize Curvy. I think having a Curvy integration in this system would be fantastic. What I have in my spawning system is the ability to spawn objects and it automatically assigns them to a specific Curvy path. In order to do that with Core GameKit, as far as I can tell, I would need to make separate enemies for each Curvy path I want to assign and then spawn those. It's nicer to have just a single enemy prefab that can attach to multiple paths and have those paths assigned at spawn time. Then I can have a wave of enemies flying in on various curved paths that change per wave. If you are unfamiliar with Curvy, you can find it at the following link: www.assetstore.unity3d.com/en/#!/content/7038 Or am I missing something that might allow me to do this already? Just write a couple lines of script that you put on each prefab. The method "OnSpawned" is called when a prefab is spawned so the code should go there. I would recommend putting this in a base class and have all your other enemies subclass from it so you only need the code in one place.
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magique
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Post by magique on Mar 14, 2016 16:29:32 GMT
I just bought Core GameKit for use in my upcoming Wii U shmup. I have previously been using my own lightweight pooling and spawn system. One thing I am not able to do with this without extra coding/integration is utilize Curvy. I think having a Curvy integration in this system would be fantastic. What I have in my spawning system is the ability to spawn objects and it automatically assigns them to a specific Curvy path. In order to do that with Core GameKit, as far as I can tell, I would need to make separate enemies for each Curvy path I want to assign and then spawn those. It's nicer to have just a single enemy prefab that can attach to multiple paths and have those paths assigned at spawn time. Then I can have a wave of enemies flying in on various curved paths that change per wave. If you are unfamiliar with Curvy, you can find it at the following link: www.assetstore.unity3d.com/en/#!/content/7038 Or am I missing something that might allow me to do this already? Just write a couple lines of script that you put on each prefab. The method "OnSpawned" is called when a prefab is spawned so the code should go there. I would recommend putting this in a base class and have all your other enemies subclass from it so you only need the code in one place. This doesn't actually solve the problem. While it's nice that I can have something happen OnSpawned, this doesn't allow me to specify in a Wave what Curvy path I want spawns to be assigned to. This needs to have a modifiable, per wave wiring. I should be able to have a series of Curvy path prefabs and then in a Wave be able to drag that prefab to the Wave. Then, as each enemy is spawned from the wave, the Wave code should assign the specified Curvy path to that enemy so that it follows that path. I also have a staggered spawn so that if an enemy wave has 6 ships then they might spawn .25 seconds apart and attach to the Curvy path as they spawn. I will probably dig into the Core GameKit code and add this myself, but it might be something you could consider for a future version.
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Post by DarkTonic Dev on Mar 14, 2016 17:41:08 GMT
Just write a couple lines of script that you put on each prefab. The method "OnSpawned" is called when a prefab is spawned so the code should go there. I would recommend putting this in a base class and have all your other enemies subclass from it so you only need the code in one place. This doesn't actually solve the problem. While it's nice that I can have something happen OnSpawned, this doesn't allow me to specify in a Wave what Curvy path I want spawns to be assigned to. This needs to have a modifiable, per wave wiring. I should be able to have a series of Curvy path prefabs and then in a Wave be able to drag that prefab to the Wave. Then, as each enemy is spawned from the wave, the Wave code should assign the specified Curvy path to that enemy so that it follows that path. I also have a staggered spawn so that if an enemy wave has 6 ships then they might spawn .25 seconds apart and attach to the Curvy path as they spawn. I will probably dig into the Core GameKit code and add this myself, but it might be something you could consider for a future version. If you do code this yourself, please send us the code to be considered for an update. It sounds cool but unfortunately we don't spend time integrating with plugins with less than around 200 ratings due to smaller adoption.
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magique
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Post by magique on Mar 14, 2016 18:13:22 GMT
I will definitely be adding the code myself because I need it in order to proceed with my game using Core GameKit. Hopefully, it won't be difficult to add. I'll be working on it tonight so I'll let you know if I have issues.
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Post by DarkTonic Dev on Mar 14, 2016 19:29:30 GMT
Sounds good.
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magique
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Post by magique on Mar 15, 2016 2:46:31 GMT
OK, I've hit unfamiliar territory and don't know how to proceed. Since all Core GameKit code is in Plugins, I have no access to scripts outside of there. How am I supposed to reference code in Curvy? Is there some way to do that? I suppose I could just move Curvy into the Plugins folder, but it seems there must be another way.
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Post by DarkTonic Dev on Mar 15, 2016 2:57:03 GMT
OK, I've hit unfamiliar territory and don't know how to proceed. Since all Core GameKit code is in Plugins, I have no access to scripts outside of there. How am I supposed to reference code in Curvy? Is there some way to do that? I suppose I could just move Curvy into the Plugins folder, but it seems there must be another way. Code in "Assets" doesn't have access to "Plugins", so you can either move it to Plugins, or you can put all your scripts in Assets/StandardAssets, which is what I usually do. Plugins folder should only be code that you don't change (such as plugins) so it's really ok to have it there as long as it still works.
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magique
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Post by magique on Mar 17, 2016 14:06:23 GMT
I would like to see a change made to Wave Offsets. Currently they are randomly chosen. However, in my own spawn system I allowed a set of offsets and they were sequentially chosen. This allowed me to spawn 3 enemies at 3 precise offsets and those enemies then flew into the scene together in tandem. As it is now, I set 3 offsets and the 3 enemies might all come in stacked on top of each other instead of side by side in attack formation. Maybe if there was just a way to select Random or Sequential. For now, I'm probably just going to change the code to make them sequential for my purposes.
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Post by DarkTonic Dev on Mar 17, 2016 15:56:40 GMT
Will add to list.
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