using Obi; using UnityEngine; public class ActorSpawner : MonoBehaviour { public ObiActor template; public int basePhase = 2; public int maxInstances = 32; public float spawnDelay = 0.3f; private int phase; private int instances; private float timeFromLastSpawn; private void Update() { timeFromLastSpawn += Time.deltaTime; if (Input.GetMouseButtonDown(0) && instances < maxInstances && timeFromLastSpawn > spawnDelay) { GameObject obj = Object.Instantiate(template.gameObject, base.transform.position, Quaternion.identity); obj.transform.SetParent(base.transform.parent); obj.GetComponent().SetFilterCategory(basePhase + phase); phase++; instances++; timeFromLastSpawn = 0f; } } }