Game Development Reference
In-Depth Information
public float fuseLength = 0.1f;
private float destructTime = 0.0f;
void Start()
{
destructTime = Time.time + fuseLength;
}
void Update()
{
if(destructTime<Time.time)
Destroy(gameObject);
}
}
Assign an appropriate value such as
1.25
to the
Fuse Length
field on the
Self
Destruct
component in the
Inspector
panel, and then play the scene again. Now, you
will notice that the enemy's death particle system object will clean itself up after the
specified amount of time.
The swarm
At this point, your standard enemies are now complete! Save the
Enemy
object
as a Prefab and create another
Enemy
object on each platform. To keep things
clean, create a new empty object called
_EnemyContainer
in the
Hierarchy
tab and
place all of the
Enemy
objects in there. Play the game and see how each one acts
independently of the others using our events and delegates and effects.