private void Awake() { if (itLevelCheker) { DataBaseLevel data = DataWork.LoadLevel(); levelProgress = data.levelProgress; } }
private void FixedUpdate() { if (timer < 100) { if (timer < 0) { if (enemyCounter == 0) { if (waveNumber == generator.Length - 1) { waveOver = true; } else { buttonStartWave.SetActive(true); timer = 150; } } else { enemyCounter -= 1; timer = generator[waveNumber].creepSpownTime; switch (generator[waveNumber].witchEnemy) { case EnemyBase.enemy.Frigate: GameObject creep = Instantiate(frigate, location.transform.position, Quaternion.LookRotation(firstChekpoint.position - location.transform.position)); Enemy enemy = creep.GetComponent <Enemy>(); enemy._chekpoint = firstChekpoint; enemy.heatPoint += generator[waveNumber].bonusHeatPoints; break; case EnemyBase.enemy.Fighter: creep = Instantiate(fighter, location.transform.position, Quaternion.LookRotation(firstChekpoint.position - location.transform.position)); enemy = creep.GetComponent <Enemy>(); enemy._chekpoint = firstChekpoint; enemy.heatPoint += generator[waveNumber].bonusHeatPoints; break; case EnemyBase.enemy.Bomber: creep = Instantiate(bomber, location.transform.position, Quaternion.LookRotation(firstChekpoint.position - location.transform.position)); enemy = creep.GetComponent <Enemy>(); enemy._chekpoint = firstChekpoint; enemy.heatPoint += generator[waveNumber].bonusHeatPoints; break; case EnemyBase.enemy.Mothership: creep = Instantiate(mothership, location.transform.position, Quaternion.LookRotation(firstChekpoint.position - location.transform.position)); enemy = creep.GetComponent <Enemy>(); enemy._chekpoint = firstChekpoint; enemy.heatPoint += generator[waveNumber].bonusHeatPoints; break; } } } else { timer -= Time.deltaTime; } } if (waveOver) { if (GameObject.FindGameObjectsWithTag("Enemy").Length == 0 && !over) { over = true; overScreen.SetActive(true); GameObject.Find("OverText").GetComponent <Text>().text = "Level complete!"; GameObject.Find("Next").GetComponent <UiEndScreenButton>().NextLevel = true; GameObject.Find("NextText").GetComponent <Text>().text = "Next Level"; DataBaseLevel data = DataWork.LoadLevel(); if (GameEngine.Engine.Level > data.levelProgress) { DataWork.SaveLevel(GameEngine.Engine.Level); } } } }