private IEnumerator HandleWave() { gameState = ESurvivalState.Wave; ui.scoreText.enabled = true; StartCoroutine(SpawnEnemies()); Debug.Log("Spawning enemies finished, moving on with wave"); while (enemyCount > 0) { yield return(null); } ui.scoreText.enabled = false; waveCount++; yield break; }
private IEnumerator HandleIntermission(int time) { gameState = ESurvivalState.Intermission; ui.timerUp.enabled = true; for (int i = time; i > 0; i--) { if (i > 5) { ui.timerUp.text = i.ToString(); } else { ui.timerUp.enabled = false; ui.timerMid.enabled = true; ui.timerMid.text = i.ToString(); } yield return(new WaitForSeconds(1f)); } ui.timerMid.enabled = false; yield break; }