Ejemplo n.º 1
0
    private IEnumerator SetupNextWave(WaveConfig currentWave)
    {
        // Don't show indicator on the first wave
        if (waveNumber == 1)
        {
            yield return(new WaitForSeconds(currentWave.GetWaveDelay()));

            waveNumber++;
        }
        else
        {
            // Show some feedback to the player
            waveIndicator.gameObject.SetActive(true);
            waveIndicator.text = $"Level {waveNumber++}";

            yield return(new WaitForSeconds(currentWave.GetWaveDelay()));

            waveIndicator.gameObject.SetActive(false);
        }

        // The number of enemies in this wave
        remainingEnemies = currentWave.GetNumEnemies();

        // Pass the config file to the PointSpawner
        FindObjectOfType <PointSpawners>()?.SetWaveConfig(currentWave);

        // Start spawning enemies
        EnableSpawning();
    }
Ejemplo n.º 2
0
 private IEnumerator SpawnEnemiesInWave(WaveConfig currentWave)
 {
     for (int i = 0; i < currentWave.GetNumEnemies(); i++)
     {
         var newEnemy = Instantiate(currentWave.GetEnemyPrefab(),
                                    currentWave.GetWayPoints()[0].transform.position,
                                    Quaternion.identity);
         newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(currentWave);
         yield return(new WaitForSeconds(currentWave.GetSpawnRate()));
     }
 }
Ejemplo n.º 3
0
 private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig)
 {
     for (int enemyCount = 0; enemyCount < waveConfig.GetNumEnemies(); enemyCount++)
     {
         var newEnemy = Instantiate(
             waveConfig.GetEnemyPrefab(),
             waveConfig.GetWayPoints()[0].transform.position,
             Quaternion.identity);
         newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig);
         yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns()));
     }
 }