void Awake() { waveSpawner = this; waveDB = GetComponent <WaveDB> (); worldNum = PlayerPrefs.GetInt("worldNum"); stageNum = PlayerPrefs.GetInt("stageNum"); minGold = waveDB.worldManage [worldNum].minGold; maxGold = waveDB.worldManage [worldNum].maxGold; tmp = waveDB.worldManage [worldNum].stageManage [stageNum].waveList.Length; }
// Use this for initialization void Start() { int startWave = 1; if (m_SaveMgr.currentSaveData != null) { startWave = m_SaveMgr.currentSaveData.currentWave; } m_CurrentWave = ObjectManager.m_Inst.m_DBMgr.m_WaveDB[startWave]; ShowImageForseconds(m_LevelImage[m_CurrentWave.Level - 1], 3f); StartCoroutine("CheckWave"); m_SpecialZombieNameList.Add("RugbyZombie"); m_SpecialZombieNameList.Add("PrisonerZombie"); m_SpecialZombieNameList.Add("SoldierZombie"); m_NormalZombieNameList.Add("NormalZombie1"); m_NormalZombieNameList.Add("NormalZombie2"); m_NormalZombieNameList.Add("NormalZombie3"); m_NormalZombieNameList.Add("NormalZombie4"); m_NormalZombieNameList.Add("NormalZombie5"); }
public void NextWave() { if (m_CurrentWave.Level + 1 > ObjectManager.m_Inst.m_DBMgr.m_WaveDB.Count) { rscs.SetResultsAndStopTime( rscs.kills, rscs.spkills, m_CurrentWave.Level, ((m_CurrentWave.Level - 1) * 10) + rscs.kills + (rscs.spkills * 10), true); ObjectManager.m_Inst.NextScene("Result"); return; } m_CurrentWave = ObjectManager.m_Inst.m_DBMgr.m_WaveDB[m_CurrentWave.Level + 1]; ShowImageForseconds(m_LevelImage[m_CurrentWave.Level - 1], 3f); m_Spawned_NormalZombieNumber = 0; m_Spawned_SpecialZombieNumber = 0; m_Spawned_DevilZombieNumber = 0; StopCoroutine("CheckWave"); //give 3 seconds to spawn zombie in scene StartCoroutine("CheckWave"); }