public IEnumerator BeginSpawnWave(int waveIndex) { if (waveIndex < waves.Count()) { m_CurrentWave = waves[waveIndex]; yield return(StartCoroutine(SpawnLoop())); // Little hacky, but it'll do for now WaveGenerator w = FindObjectOfType <WaveGenerator>(); if (w != null) { w.isWaveActive = false; } else { WaveGeneratorTutorial t = FindObjectOfType <WaveGeneratorTutorial>(); t.isWaveActive = false; } } }
// Use this for initialization void Start() { gameObject.GetComponent <SpriteRenderer>().sprite = noDamage; wg = FindObjectOfType <WaveGenerator>(); wgt = FindObjectOfType <WaveGeneratorTutorial>(); }