void Update() { if (_checkpointReached == true && _playerDied == true) { _playerDied = false; _stopSpawning = false; _playerScore.SetScore(0f); _scoreDisplayUI.UpdateScore(0f); _canvasManager.SetPlayerDead(); } if (!_player.activeInHierarchy) { _wavePanelManager.WaveIsDone(); _stopSpawning = true; } if (!_stopSpawning) { if (state == SpawnState.WAITING) { if (!EnemyIsAlive()) { WaveCompleted(); _wavePanelManager.UpdateWave(nextWave); } else { return; } } if (waveCountdown <= 0) { if (state != SpawnState.SPAWNING) { StartCoroutine(SpawnWave(waves[nextWave])); } } else { waveCountdown -= Time.deltaTime; } } if (nextWave >= 3) { _checkpointReached = true; } }
public void AddScore(float points) { _score += points; _scoreUI.UpdateScore(_score); Debug.Log("Current Score: " + _score); }