private void Update() { if (updateUI) { waveTimerUI.UpdateTimer(waveManager.GetWaveTimer()); } }
// Update is called once per frame void Update() { if (!GameManager.GAME_OVER) { m_currentCooldown += Time.deltaTime; if (m_currentCooldown > m_nextSpawnTimer && m_unitsSpawnedInWave < m_wavesData.Waves[m_currentWaveIndex].CreaturesData.Count) { m_waveTimerUI.Activate(false); Spawn(m_wavesData.Waves[m_currentWaveIndex].CreaturesData[m_unitsSpawnedInWave]); ResetUnitsCooldown(); m_unitsCount++; } else if (m_unitsCount == 0 && AreUnitsAllSpawned()) { EndWave(); } m_waveTimerUI.UpdateTimer(m_currentCooldown, m_nextSpawnTimer); } }