Example #1
0
 //Spawns next Enemy if available
 private void NextSpawn()
 {
     //As long as wave is not finished
     if (!waveController.AreAllEnemiesOfCurrentWaveSpawned())
     {
         float spawnDelay = waveController.CurrentSpawnDelay;
         EnemySpawn(waveController.NextEnemy());
         aliveEnemies += 1;
         Invoke("NextSpawn", UnityEngine.Random.Range(0.8f * spawnDelay, 1.2f * spawnDelay));
     }
 }