/// <summary>
 /// Trigger OnActive WaveSetting from DataBlock
 /// </summary>
 /// <param name="node">Spawnnode</param>
 /// <param name="type">SpawnType</param>
 public void TriggerOnActiveWave(AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer)
 {
     if (WardenObjectiveManager.HasValidWaveSettings(ObjectiveData.WavesOnActivate))
     {
         TriggerWave(ObjectiveData.WavesOnActivate, node, type);
     }
 }
 public void TriggerWave(Il2CppSystem.Collections.Generic.List <GenericEnemyWaveData> waveData, AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer)
 {
     if (node == null)
     {
         node = Builder.GetStartingArea().m_courseNode;
     }
     WardenObjectiveManager.TriggerEnemyWaves(waveData, node, type);
 }
 /// <summary>
 /// Trigger Multiple WaveSetting
 /// </summary>
 /// <param name="waveData">WaveData(s) to use for spawn</param>
 /// <param name="node">Spawnnode</param>
 /// <param name="type">SpawnType</param>
 public void TriggerWave(List <GenericEnemyWaveData> waveData, AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer)
 {
     TriggerWave(waveData.ToIl2CppList(), node, type);
 }
 /// <summary>
 /// Trigger Single WaveSetting
 /// </summary>
 /// <param name="waveData">WaveData to use for spawn</param>
 /// <param name="node">Spawnnode</param>
 /// <param name="type">SpawnType</param>
 public void TriggerWave(GenericEnemyWaveData waveData, AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer)
 {
     TriggerWave(new GenericEnemyWaveData[] { waveData }.ToList(), node, type);
 }
 public void TriggerWave(uint waveSetting, uint wavePopulation, float delay = 0.0f, AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer)
 {
     TriggerWave(new GenericEnemyWaveData()
     {
         WaveSettings   = waveSetting,
         WavePopulation = wavePopulation,
         SpawnDelay     = delay,
         TriggerAlarm   = true
     }, node, type);
 }