private void OnDisable() { //Move to Death() when turrets deal health damage CreditBanks Bank = FindObjectOfType <CreditBanks>(); if (Bank != null) { Bank.AddCredits(CreditsOnDeath); } _waveBelongTo = 100; }
private void SpawnEnemy() { List <GameObject> tospawnEnemies = new List <GameObject>(); for (int i = 0; i < _waves[Wave].Spawns.Length; i++) { int numToSpawn = _waves[Wave].Spawns[i]; int tospawn = 0; for (int j = 0; j < _pools[i].Num.Length; j++) { if ((tospawn < numToSpawn) && (_pools[i].Num[j].activeSelf == false)) { tospawnEnemies.Add(_pools[i].Num[j]); tospawn = tospawn + 1; } } } if ((Wave - 1) != -1) { CreditBanks Bank = FindObjectOfType <CreditBanks>(); Bank.AddPlayerCredits(_waves[Wave - 1].PlayerCredits); } Wave = Wave + 1; _waveNum.text = Wave.ToString(); if (Wave == _waves.Length) { _waveTimerNum.text = "0.00"; _finished = true; } DelayedSpawns(tospawnEnemies); }
//System private void OnEnable() { CreditBanks Bank = FindObjectOfType <CreditBanks>(); Bank.MinusCredits(_cost); }