示例为在某一个被拉伸的cube范围内生成箱子,
a.实例化的预制体放在Resources/Perfabs文件夹下,通过动态加载
b.每隔3秒加载一个箱子,当箱子数字大于maxnum时不加载
//箱子预制体
private GameObject xiangzi_prefab;
//场景中箱子的最大数量
private int max_xiangziNumber = 10;
//下一次克隆箱子的时间
private float m_NextCloneTime = 0f;
//当前场景中箱子的数量
private int current_xiangziNumber = 0;
//克隆箱子生成位置的物体范围
public GameObject transCreatBox;
void Start ()
{
xiangzi_prefab = Resources.Load("Prefabs/xiangzi")as GameObject;
}
void Update ()
{
if(current_xiangziNumber <max_xiangziNumber )
{
if(Time .time >m_NextCloneTime)
{
m_NextCloneTime = Time.time + 3f;
GameObject objclone = Instantiate(xiangzi_prefab) as GameObject;
objclone.transform.position = transCreatBox.transform.TransformPoint(new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f)));
}
}
}