Example #1
0
 void Update()
 {
     if (toWait)
     {
         periodTimer += Time.deltaTime;
         timerText    = "Wave In: " + ((int)(cooldownPeriod - periodTimer) + 1).ToString();
         waveTimerUI.SetTimer(timerText);
         if (periodTimer >= cooldownPeriod)
         {
             StartWave();
         }
         else
         {
             return;
         }
     }
     if (!isOnBonusWave)
     {
         if (GameState.WaveNumber % bonusWave == 0 && GameState.WaveNumber > 0)
         {
             isOnBonusWave = true;
             headingText   = "Bonus Wave";
             waveTimerUI.SetHeading(headingText);
         }
     }
     if (isWaveActive)
     {
         setTimer += Time.deltaTime;
         if (setTimer >= setPeriod)
         {
             setCount++;
             if (setCount <= setNumber)
             {
                 spawnIndex = Random.Range(0, spawnPoints.Length);
                 toSpawn    = true;
             }
             setTimer = 0f;
         }
         spawnTimer += Time.deltaTime;
         if (spawnTimer >= spawnRate)
         {
             if (toSpawn)
             {
                 Spawn();
             }
         }
         if (enemyList.Count == 0 && setCount >= setNumber)
         {
             EndWave();
         }
     }
 }
Example #2
0
 void Start()
 {
     spawnIndex  = 0;
     enemyIndex  = 0;
     headingText = "Cooldown";
     timerText   = "Wave In: " + ((int)(cooldownPeriod - periodTimer) + 1).ToString();
     waveTimerUI = GameObject.Find("UIManager/WaveTimerUI").GetComponent <WaveTimerUI>();
     waveTimerUI.SetHeading(headingText);
     waveTimerUI.SetTimer(timerText);
     enemyList = new List <GameObject>();
 }