private void RoundLogic() { spawner.AsteroidSplitDepth = asteroidSplitCount; //Add 0 or 1 asteroids per round. spawner.numberOfAsteroids += Random.Range(0, 2); //Clamp asteroid count to max asteroids. spawner.numberOfAsteroids = Mathf.Clamp(spawner.numberOfAsteroids, 3, MaxAsteroids); spawner.roundSpawn(); ufoCount += 0.5f; currentUFOCount = (int)ufoCount; StartCoroutine(UFOSpawnRoutine()); }
private IEnumerator AsteroidSpawnRoutine() { //Call Asteroid Spawner to spawn a round's worth of asteroids asteroidSpawner.roundSpawn(); yield return(null); }