private bool ShouldSpawn(GeneratorEnemyData enemy) { float frequency = _frequency / enemy.DifficultyValue; bool shouldSpawn = _wave >= enemy.EarliestWave && frequency <= _maxSpawnFrequency && frequency >= _minSpawnFrequency; return(shouldSpawn); }
private (GeneratorEnemyData data, int amount) GetRandomEnemy(float credits) { GeneratorEnemyData data = GetRandomEnemyGeneratorData(); return(data, Mathf.Max(Mathf.RoundToInt(credits / data.DifficultyValue), 1)); }