private IEnumerator StartNewWave() { yield return(new WaitForSeconds(TimeBetweenWaves)); waveEnemiesToSpawn = ActiveWave.EnemiesToSpawn; UEnemyDestroyedListener.setNumberOfEnemies(waveEnemiesToSpawn); setRespawnCooldown(); spawnWaveIndicator(); spawning = true; UNewWaveListener.ReportNewWave(); }
private SplineWalker InitSpawned() { // micro optimization var thisWalker = GetComponent<SplineWalker>(); // Instantiating EnemyShooter obj = Instantiate(childPrefab); obj.GetComponent<EnemyShooter>().SetConfig(spawner); // setting common variables obj.transform.position = transform.position; var spawnedWalker = obj.GetComponent<SplineWalker>(); spawnedWalker.duration = thisWalker.duration; spawnedWalker.progress = thisWalker.progress; spawnedWalker.Spline = thisWalker.Spline; UEnemyDestroyedListener.reportNewEnemy(); return spawnedWalker; }
public override void Kill() { UEnemyDestroyedListener.ReportEnemyDestroyed(this); base.Kill(); }
void Start() { UEnemyDestroyedListener.setNumberOfEnemies(0); }