public void Reset() { RemainingLives = StartingLives; CurrentWaveNumber = 0; _lastEnemyWaveTime = 0; _waveHasEnded = true; _currentlyGeneratingNewWave = false; LastWave = null; IsReadyForNextWave = false; LevelResults = CreateResults(); }
private void FinishCreatingEnemiesForWave(BaseWave currentWave) { currentWave.CreateEnemies(); if (currentWave.CreatedEnemies.Count == 0) { var doh = 1; } CurrentWaveNumber++; LastWave = currentWave; _lastEnemyWaveTime = TimeManager.CurrentTime; InstructEnemiesToReportDeaths(); OnNewWaveStart?.Invoke(this, null); IsReadyForNextWave = false; _waveHasEnded = false; _currentlyGeneratingNewWave = false; }