我的随机化器脚本出现 Unity 2D 问题

Unity 2D trouble with my randomiser script

我创建了这个脚本来随机生成我的按钮,但不知道如何更改它们单独生成的时间,因为它们都是同时生成的。我看不到它们,也没有生成,但是在层次结构中正在创建它们。


Public class RandomSpawn: MonoBehaviour {

    public GameObject prefab1, prefab2, prefab3, prefab4, prefab5;

    public float spawnRate = 2f;

    float nextSpawn = 0f;

    int whatToSpawn;

    // Update is called once per frame
    void Update() {

        if (Time.time > nextSpawn)
        {
            whatToSpawn = Random.Range(1, 6);

            switch (whatToSpawn)
            {
                case 1:
                    Instantiate(prefab1, transform.position, Quaternion.identity);
                    break;
                case 2:
                    Instantiate(prefab2, transform.position, Quaternion.identity);
                    break;
                case 3:
                    Instantiate(prefab3, transform.position, Quaternion.identity);
                    break;
                case 4:
                    Instantiate(prefab4, transform.position, Quaternion.identity);
                    break;
                case 5:
                    Instantiate(prefab5, transform.position, Quaternion.identity);
                    break;
            }

            nextSpawn = Time.time + spawnRate;
        }

我错过了什么?

使用Time.deltaTime值, https://docs.unity3d.com/ScriptReference/Time-deltaTime.html

private float _t = 0;
private SpawnRate = 2;
void Update() {
            _t += Time.deltaTime;
            if (_t > SpawnRate)
            {
                whatToSpawn = Random.Range(1, 6);

                switch (whatToSpawn)
                {
                    case 1:
                        Instantiate(prefab1, transform.position, Quaternion.identity);
                        break;
                    case 2:
                        Instantiate(prefab2, transform.position, Quaternion.identity);
                        break;
                    case 3:
                        Instantiate(prefab3, transform.position, Quaternion.identity);
                        break;
                    case 4:
                        Instantiate(prefab4, transform.position, Quaternion.identity);
                        break;
                    case 5:
                        Instantiate(prefab5, transform.position, Quaternion.identity);
                        break;
                }

                _t = 0;
            }