public void sendCreepWave() { // Debug.Log("SendCreepWave()"); canSendWave = false; // remove inactive creeps here. StartCoroutine(spawnCreepWave(wave, numberOfCreepsToSpawn, timeBetweenIndividualCreeps)); wave++; // timeBetweenWaves = Time.time + timeTillNextWave; CM.ReMakeList(); }
public void DieVictoriously() { // GetComponent<Rigidbody>().useGravity = true; // GetComponent<Rigidbody>().isKinematic = false; // GetComponent<Rigidbody>().AddRelativeForce(Random.Range(-2000, 2000),Random.Range(0, 1000),Random.Range(-2000, 2000)); //audioSource.PlayOneShot(deathClip); creepManager.removeCreep(gameObject); creepManager.ReMakeList(); playerStats.AdjustHealth(-damage); }