time adjusted on respawn

This commit is contained in:
sewmina7@gmail.com 2024-07-22 21:37:13 +05:30
parent 399ae7d7f2
commit 4fa693336d
3 changed files with 3 additions and 3 deletions

View File

@ -62,7 +62,7 @@ MeshRenderer:
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: f6a02f93ff106dc4182282e95c48a7b6, type: 2}
- {fileID: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0

View File

@ -113,7 +113,7 @@ public class GameManager : NetworkBehaviour
{
if (entry.prefab.name.Contains(enemyName.Replace("(Clone)","")))
{
StartCoroutine(SpawnLater(entry.prefab, spawnPos, 5, enemyLevel));
StartCoroutine(SpawnLater(entry.prefab, spawnPos, 30, enemyLevel));
Debug.Log("Found enemy prefab for " + enemyName);
return;
}

View File

@ -395,7 +395,7 @@ public class enemyScript : NetworkBehaviour
GameObject newLoot = Instantiate(GameManager.instance.GetRandomLoot(), lootSpawnPos, Quaternion.identity);
NetworkServer.Spawn(newLoot);
yield return new WaitForSecondsRealtime(3);
yield return new WaitForSecondsRealtime(5);
if (!isServer)