// Use this for initialization void Start() { amountOfEnemiesTotal = 20 + (GameManager.GetLevel() * 10); enemyBlimp = FindObjectOfType <EnemyBlimp>().gameObject; blimp = enemyBlimp.GetComponent <EnemyBlimp>(); blimpMaxHealth = blimp.GetHealth(); Debug.Log("Amount of enemies: " + GameManager.GetAmountOfEnemiesToDestroy() + " blimp health: " + blimpMaxHealth + " current level: " + GameManager.GetLevel()); }
// Use this for initialization void Start() { numberOfEnemiesToSpawn += GameManager.GetLevel() * 10; if (!PlayerPrefs.HasKey("DelayPerWave")) { PlayerPrefs.SetInt("DelayPerWave", 1); } // Sets DelayPerWave to 1 second if no value is selected or saved. InvokeRepeating("SpawnWave", initalDelayForEnemies, PlayerPrefs.GetInt("DelayPerWave")); Vector3 blimpIdlePosition = new Vector3(-10, 25, 0); spawnBlimp = Instantiate(blimp, blimpIdlePosition, Quaternion.identity) as EnemyBlimp; Debug.Log("Enemies will spawn every " + PlayerPrefs.GetInt("DelayPerWave") + " second(s)"); }