void WaveCompleted() { state = spawnState.COUNTING; round++; SetUI(); waveCountdown = timeBetweenWaves; }
void Update() { // Debug.Log("COUNT IS:::::::::::::" + spawnPoints.Count); if (state == spawnState.WAITING) { if (EnemyIsAlive()) { return; } else { WaveCompleted(); } } if (waveCountdown <= 0) { if (state != spawnState.SPAWNING) { StartCoroutine(SpawnWave()); state = spawnState.WAITING; } } else { waveCountdown -= Time.deltaTime; } }
IEnumerator SpawnWave() { GameObject enemy = (GameObject)Resources.Load("golem"); if ((round % 2 == 0) && (round % 5 != 0)) // FAST ZOMBIES SPAWN { enemy.transform.GetChild(1).GetComponent <Renderer>().sharedMaterial = fast_zombie; enemy.GetComponent <NavMeshAgent>().speed = Fast_Zombie_Speed; enemy.GetComponent <Enemy_Attack>().attackDamage = Fast_Zombie_Damage; state = spawnState.SPAWNING; for (int i = 0; i < AmountOfEnemies; i++) { SpawnEnemies(enemy); yield return(new WaitForSeconds(spawnDelay)); } enemy.GetComponent <Enemy_Health>().enemyHealth += increaseEnemyHealth; AmountOfEnemies = AmountOfEnemies + IncreaseEnemiesBy; state = spawnState.WAITING; yield break; } if (round % 5 == 0) // Heavy zombies spawn { enemy.transform.GetChild(1).GetComponent <Renderer>().sharedMaterial = Heavy_zombie; enemy.GetComponent <NavMeshAgent>().speed = Heavy_Zombie_Speed; enemy.GetComponent <Enemy_Attack>().attackDamage = Heavy_Zombie_Damage; state = spawnState.SPAWNING; for (int i = 0; i < AmountOfEnemies; i++) { SpawnEnemies(enemy); yield return(new WaitForSeconds(spawnDelay)); } enemy.GetComponent <Enemy_Health>().enemyHealth += increaseEnemyHealth; AmountOfEnemies = AmountOfEnemies + IncreaseEnemiesBy; state = spawnState.WAITING; yield break; } else //regular zombies spawn { enemy.transform.GetChild(1).GetComponent <Renderer>().sharedMaterial = regular_zombie; enemy.GetComponent <NavMeshAgent>().speed = Regular_Zombie_Speed; enemy.GetComponent <Enemy_Attack>().attackDamage = Regular_Zombie_Damage; state = spawnState.SPAWNING; for (int i = 0; i < AmountOfEnemies; i++) { SpawnEnemies(enemy); yield return(new WaitForSeconds(spawnDelay)); } enemy.GetComponent <Enemy_Health>().enemyHealth += increaseEnemyHealth; AmountOfEnemies = AmountOfEnemies + IncreaseEnemiesBy; state = spawnState.WAITING; yield break; } }
IEnumerator Spawn(Wave wave) { Announcer.alpha = 1; Announcer.text = "They are coming..."; state = spawnState.spawning; StartCoroutine(AnnouncerFade()); if (wave.Acount > 0) { for (int i = 0; i < wave.Acount; i++) { int randomSpawnArea = Random.Range(0, 4); Vector2 point = spawnAreas [randomSpawnArea]; float randomX = Random.Range(-5f, 5f); float randomY = Random.Range(-5f, 5f); Vector3 loc = new Vector3(point.x + randomX, 4, point.y + randomY); Transform zombie = Instantiate(ZombieA, loc, Quaternion.Euler(new Vector3(0, 90, 0)), transform) as Transform; yield return(new WaitForSeconds(1f)); } } if (wave.Bcount > 0) { for (int i = 0; i < wave.Bcount; i++) { int randomSpawnArea = Random.Range(0, 4); Vector2 point = spawnAreas [randomSpawnArea]; float randomX = Random.Range(-5f, 5f); float randomY = Random.Range(-5f, 5f); Vector3 loc = new Vector3(point.x + randomX, 4, point.y + randomY); Transform zombie = Instantiate(ZombieB, loc, Quaternion.Euler(new Vector3(0, 90, 0)), transform) as Transform; yield return(new WaitForSeconds(1f)); } } if (wave.Ccount > 0) { for (int i = 0; i < wave.Ccount; i++) { int randomSpawnArea = Random.Range(0, 4); Vector2 point = spawnAreas [randomSpawnArea]; float randomX = Random.Range(-5f, 5f); float randomY = Random.Range(-5f, 5f); Vector3 loc = new Vector3(point.x + randomX, 4, point.y + randomY); Transform zombie = Instantiate(ZombieC, loc, Quaternion.Euler(new Vector3(0, 90, 0)), transform) as Transform; yield return(new WaitForSeconds(1f)); } } state = spawnState.waiting; yield break; }
IEnumerator spawnwave(wave _wave) { state = spawnState.spawning; for (int i = 0; i < _wave.count; i++) { spawnenemy(_wave.enemy); yield return(new WaitForSeconds(1f / _wave.rate)); } state = spawnState.waiting; yield break; }
IEnumerator SpawnWave() { state = spawnState.SPAWNING; for (int i = 0; i < enemyCount; i++) { SpawnEnemy(); yield return(new WaitForSeconds(1f / rate)); } state = spawnState.WAITING; yield break; }
void waveDone() { state = spawnState.counting; waveCountDown = timeBetweenWaves; if (nextWave + 1 > waves.Length - 1) { won = true; } else { nextWave++; } }
IEnumerator spawnWave(Wave _w) { state = spawnState.spawning; for (int i = 0; i < _w.count; i++) { spawnEnemy(_w.enemy); yield return(new WaitForSeconds(1f / _w.rate)); } state = spawnState.wait; yield break; }
void WaveCompleted() { state = spawnState.Counting; waveCountdown = timeBetweenWaves; if (nextWave + 1 > waves.Length - 1) { nextWave = 0; //all waves completed } else { nextWave++; } }
void WaveCompleted() { state = spawnState.COUNTING; waveCountdown = timeBetweenWaves; if (nextWave + 1 > waves.Length - 1) { nextWave = 0; Debug.Log("All Waves Complete. Looping."); return; } nextWave++; }
IEnumerator SpawnWave(Wave _wave) { state = spawnState.SPAWNING; //spawning for (int i = 0; i < _wave.amountEnemy; i++) { SpawnEnemy(_wave.enemy); yield return(new WaitForSeconds(1f / _wave.spawnRate)); } state = spawnState.WAITING; yield break; }
IEnumerator SpawnWave(Wave _wave) { state = spawnState.SPAWNING; for (int i = 0; i < _wave.count; i++) { StartCoroutine(SpawnEnemy(_wave.enemy)); yield return(new WaitForSeconds(1f / _wave.rate)); } state = spawnState.WAITING; yield break; }
void newWave() { state = spawnState.counting; waveCountdown = timeBetweenWaves; if (nextWave + 1 > waves.Length - 1) { nextWave = 0; } else { nextWave++; } }
void waveCompleted() { state = spawnState.counting; waveCountDown = timeBetween; if (nextWave + 1 > waves.Length - 1) { nextWave = 0; StartCoroutine(newscene()); } else { nextWave++; } }
void WaveCompleted() { state = spawnState.counting; Announcer.alpha = 1; waveCountdown = timeBetweenWaves; Announcer.text = "Wave Complete"; if (nextWave + 1 > waves.Length - 1) { nextWave = 0; Debug.Log("ROUNDCOMPLETE"); } else { nextWave++; } }
void WaveCompleted() { state = spawnState.COUNTING; waveCountdown = waveWait; if (nextWave + 1 > waves.Length - 1) { nextWave = 0; } else { nextWave++; } waveCount++; UpdateWave(); }
void SpawnNextWave() { state = spawnState.Couting; waveCountdown = timeBetweenWaves; if (nextWave + 1 > waves.Length - 1) { // "win" sequence //nextWave = 0; caso queira resetar Debug.Log("Cabou-se, looping"); WinSequence.Play(); this.enabled = false; } else { nextWave++; } }
IEnumerator SpawnWave(Wave wave) { state = spawnState.Spawning; for (int i = 0; i < wave.count; i++) { SpawnEnemy(wave.enemy); yield return(new WaitForSeconds(1 / wave.rate)); } for (int i = 0; i < wave.countType2; i++) { SpawnTurret(wave.enemyType2); yield return(new WaitForSeconds(1 / wave.rate)); } state = spawnState.Waiting; yield break; }