public void startNewRound() { Enemy.numerator = 0; Enemy.current = 0; player.killsInRound = 0; if (Round.number > 0) { int randomRestore = Random.Range(5, 30); if (player.GetComponent <HealthSystem>().currHp + randomRestore <= player.GetComponent <HealthSystem>().totHp) { player.GetComponent <HealthSystem>().healHp(randomRestore); } } else { Camera.main.animation.Play("playerSpawn"); } waveDeltaTime = 0f; Round.next(); updateEnemiesLeft(); //roundAlert.GetComponent<FadeGUI>().startAnim(); //roundAlert.transform.position = new Vector3(0.5f, 0.5f, 0.5f); roundStarted = false; if (Round.weaponSpawned && !Round.weaponPicked) { weaponSpawn.SetActive(true); Instantiate(secondaryWeaponPrefab); } }