using UnityEngine; public class PA_spawner : MonoBehaviour { public bool spawned = false; [SerializeField] private int MPoint; [SerializeField] private float waitTime = 4f; private Area_tmp tmp; private int rand; void Awake() { Destroy(gameObject, waitTime); tmp = GameObject.FindGameObjectWithTag("Areas").GetComponent(); Invoke(nameof(Spawn), 0.1f); } void Spawn() { if(spawned == false){ if(MPoint == 1){ rand = Random.Range(0, tmp.bRooms.Length); Instantiate(tmp.bRooms[rand], transform.position, tmp.bRooms[rand].transform.rotation); } else if(MPoint == 2){ rand = Random.Range(0, tmp.fRooms.Length); Instantiate(tmp.fRooms[rand], transform.position, tmp.fRooms[rand].transform.rotation); } else if(MPoint == 3){ rand = Random.Range(0, tmp.lRooms.Length); Instantiate(tmp.lRooms[rand], transform.position, tmp.lRooms[rand].transform.rotation); } else if(MPoint == 4){ rand = Random.Range(0, tmp.rRooms.Length); Instantiate(tmp.rRooms[rand], transform.position, tmp.rRooms[rand].transform.rotation); } spawned = true; } } void OnTriggerEnter(Collider col) { if(col.CompareTag("SpawnPoint")) { if(!spawned) { Instantiate(tmp.empty_PA, transform.position, Quaternion.identity); spawned = true; Destroy(gameObject); } } } }