// ONLY CALL WHEN CHECKPOINT RESET. // Have side effect of killing all enemies that are still alive. public void ResetWave() { CleanEnemiesList(); for (int i = 0; i < mEnemies.Count; i++) { AI_Controller mEnemyPointer = UT_FindComponent.FindComponent <AI_Controller>(mEnemies[i].gameObject); if (mEnemyPointer != null) { mEnemyPointer.KillYourself(); } } mEnemies.Clear(); mNumSpawned = 0; mNumThatHaveDied = 0; mTimeLeft = mWave.mTime; mSpawnedArrows = false; }