/// <summary> /// Spawns the level. /// </summary> /// <param name="levelToSpawn">Current level.</param> public void SpawnLevel(EnemyCreatorScript.Level levelToSpawn) { float waveTime = 0; for (int i = 1; i <= levelToSpawn.numberOfWaves; i++) { currentWave = levelToSpawn.FindWave(i); totalLevelEnemies += currentWave.enemies.Count; Debug.Log("Wave: " + currentWave.waveNumber); StartCoroutine(SpawnWave(currentWave, waveTime)); waveTime += currentWave.enemies [currentWave.enemies.Count - 1].timeOfSpawn + 10.0f; } }
// Use this for initialization void Start() { _info = DataPrincess.Load(); gameLevels = DataPrincess.LoadGameLevels(); DataSender _sender = GameObject.FindObjectOfType <DataSender>(); if (_sender != null) { currentLevel = gameLevels.FindLevel(_sender.level); Debug.Log("Loading Level: " + _sender.level.ToString()); } else { currentLevel = gameLevels.FindLevel(1); } wavesText.text = waveNumber + "/" + currentLevel.numberOfWaves; SpawnLevel(currentLevel); }