IEnumerator SpawnWave() { Debug.Log(waves[currentWave].enemyCount); for (int i = 0; i < waves[currentWave].enemyCount; i++) { Debug.Log("Spawning: " + waves[currentWave].enemyType[i]); switch (waves[currentWave].enemyType[i]) { case EnemyType.Enemy1: factory.spawn(EnemyType.Enemy1); break; case EnemyType.Enemy2: factory.spawn(EnemyType.Enemy2); break; case EnemyType.Enemy3: factory.spawn(EnemyType.Enemy3); break; case EnemyType.Enemy4: factory.spawn(EnemyType.Enemy4); break; } yield return(new WaitForSeconds(1f)); } currentWave++; }
IEnumerator SpawnWave() { for (int i = 0; i < spawnNum; i++) { factory.spawn(EnemyType.Enemy1); yield return(new WaitForSeconds(1f)); } }
IEnumerator SpawnWave() { for (int i = 0; i < waves[currentWave].enemyType.Count; i++) { for (int j = 0; j < waves[currentWave].enemyCount[i]; j++) { int w = j + 1; Debug.Log("Spawning: " + w + "/" + waves[currentWave].enemyCount[i] + " of " + waves[currentWave].enemyType[i]); factory.spawn(waves[currentWave].enemyType[i]); // switch (waves[currentWave].enemyType[i]) // { // case EnemyType.Enemy1: // factory.spawn(EnemyType.Enemy1); // break; // case EnemyType.Enemy2: // factory.spawn(EnemyType.Enemy2); // break; // case EnemyType.Enemy3: // factory.spawn(EnemyType.Enemy3); // break; // case EnemyType.Enemy4: // factory.spawn(EnemyType.Enemy4); // break; // case EnemyType.PostGrad: // factory.spawn(EnemyType.PostGrad); // break; // case EnemyType.Exchange: // factory.spawn(EnemyType.Exchange); // break; // } yield return(new WaitForSeconds(waves[currentWave].spawnInterval)); } } currentWave++; }