private void WaveCompleted() { Debug.Log("Wave Completed"); state = spawnStates.COUNTING; if (nextWave + 1 > enemyWaves.Length - 1) { Debug.Log("Restart Round"); nextWave = 0; waveCountDown = TBNextWave; return; } nextWave++; waveCountDown = TBNextWave; }
IEnumerator SpawnWave(Sc4_Waves wave) { Debug.Log("Spawning wave " + wave.index); state = spawnStates.SPAWNING; for (int i = 0; i < wave.enemyTypes.Length; i++) { Sc4_Enemy enemy = wave.enemyTypes[i]; for (int j = 0; j < enemy.count; j++) { SpawnEnemy(enemy.trans); print("enemy.count = " + enemy.count); Debug.Log(enemy.name + " " + j); yield return(new WaitForSeconds(1f / enemy.rate)); } } state = spawnStates.WAITING; yield break; }
protected void setCooldown() { timeIn = waitTimer; currentState = spawnStates.COOLDOWN; // SetTheClock(timeIn); }
public void mutateCurrentState(spawnStates transitionTo) { currentState = transitionTo; }