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Mar 19th, 2019
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  1. public class Emitter : MonoBehaviour {
  2.  
  3. public GameObject[] waves;
  4. private int currentWave;
  5.  
  6. // Use this for initialization
  7. /*
  8. IEnumerator Start ()
  9. {
  10. if(waves.Length == 0)
  11. {
  12. yield break;
  13. }
  14.  
  15. while(true)
  16. {
  17. Debug.Log("コルーチン");
  18. GameObject wave = (GameObject)Instantiate(waves[currentWave],
  19. transform.position,
  20. Quaternion.identity);
  21.  
  22. wave.transform.parent = transform;
  23. while(wave.transform.childCount != 0)
  24. {
  25. yield return new WaitForEndOfFrame();
  26. }
  27. Destroy(wave);
  28.  
  29. if (waves.Length <= ++currentWave)
  30. {
  31. currentWave = 0;
  32. }
  33. }
  34.  
  35. }
  36. */
  37.  
  38. private IEnumerator e()
  39. {
  40. if (waves.Length == 0)
  41. {
  42. yield break;
  43. }
  44.  
  45. while (true)
  46. {
  47. Debug.Log("コルーチン");
  48. GameObject wave = (GameObject)Instantiate(waves[currentWave],
  49. transform.position,
  50. Quaternion.identity);
  51.  
  52. wave.transform.parent = transform;
  53. while (wave.transform.childCount != 0)
  54. {
  55. yield return new WaitForEndOfFrame();
  56. }
  57. Destroy(wave);
  58.  
  59. if (waves.Length <= ++currentWave)
  60. {
  61. currentWave = 0;
  62. }
  63. }
  64.  
  65. }
  66.  
  67. private void Start()
  68. {
  69. StartCoroutine(e());
  70.  
  71. }
  72.  
  73. // Update is called once per frame
  74.  
  75. void Update () {
  76.  
  77. }
  78.  
  79. }
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