private void Update() { if (IsGameLost || bossFight) // or bossfight { return; } if (!spawningEnemyCooldown.IsOnCooldown()) { SpawnEnemies(); spawnCount++; if (spawnCount == increasingLevelNumber) { difficultyLevel++; spawnCount = 0; UIManager.Instance.UpdateWaveCount(difficultyLevel + 1); if ((difficultyLevel + 1) % 3 == 0) { bossFight = true; SpawnBoss(); bossCount++; } } } if (!spawningRocketCooldown.IsOnCooldown()) { SpawnRocket(new Vector3(PlayerTransform.position.x, 2)); rocketCooldown = BaseRocketTimer - difficultyLevel / 3 - Random.Range(0, BaseRocketTimer / 2); } }
private void Update() { GetPlayerInput(); if (!shootingCooldown.IsOnCooldown() && isVulnerable) { MyWeapon.Shoot(MyWeaponStats); } }