// Update is called once per frame void Update() { // Timer count if (WaveDelay > 0 && WaveDelay <= currentWaveDelay) { WaveDelay -= Time.deltaTime; } if (WaveDelay < 0) { WaveDelay = currentWaveDelay + 1; waveSpawner.InitWave(); } if (isGameOver) { currentDelayGameOver += Time.deltaTime; if (currentDelayGameOver >= DelayGameOver) { isGameOver = false; currentDelayGameOver = 0; GameOverUIAppear(); } } // Timer manipulation }