void StartWave() // this function starts a new wave { Debug.Log("Starting round " + (roundIndex + 1) + ", wave " + (waveIndex + 1)); Wave nextWave = rounds[roundIndex].waves[waveIndex]; // sets var to what the next wave is bulletManager.ResetBulletAmount(nextWave.bullets); // refill the bullets to the bullet wave amount StartCoroutine(duckManager.SpawnDucks(nextWave)); // spawn ducks with the new wave shooter.Activate(); // activate the shooter }
private void OnDestroy() { if (ModifierProperties.Contains(ProjectileModifier.Multipart)) { Shooter newShooter = Instantiate(NextProjectiles, transform.position, Quaternion.identity, null); newShooter.Activate(); } }
//Forcibly Shoot the weapon... it's public for the animator public void ShootWeapon() { _Shooter.Activate(); Ready = true; }
public void StartSession() { _grid.Activate(); _shooter.Activate(); }