public void checkWaveCompletion() { if (activeEnemies == 0) { StartCoroutine(startNextWave()); dT.showText(2, "Wave complete! Next wave starting in 10 seconds."); } }
private void OnCollisionEnter(Collision col) { if (col.transform.tag == "Player" && currentWep.GetComponent <Weapon>().canShoot == true && currentWep.GetComponent <Weapon>().isAim == false) { if (wS.wepIndex < 7) { x = Random.Range(0, weapons.Length); if (x == 0 && wS.hasSG == true) { wS.weps[0].clips = wS.weps[0].maxClips; wS.weps[0].updateClips(); dT.showText(2, "Shotgun ammo refilled!"); } else if (x == 1 && wS.hasUzi == true) { wS.weps[1].clips = wS.weps[1].maxClips; wS.weps[1].updateClips(); dT.showText(2, "Uzi ammo refilled!"); } else if (x == 2 && wS.hasM4 == true) { wS.weps[2].clips = wS.weps[2].maxClips; wS.weps[2].updateClips(); dT.showText(2, "M4 ammo refilled!"); } else if (x == 3 && wS.hasM249 == true) { wS.weps[3].clips = wS.weps[3].maxClips; wS.weps[3].updateClips(); dT.showText(2, "M249 ammo refilled!"); } else if (x == 4 && wS.hasSniper == true) { wS.weps[4].clips = wS.weps[4].maxClips; wS.weps[4].updateClips(); dT.showText(2, "Sniper ammo refilled!"); } else if (x == 5 && wS.hasSKS == true) { wS.weps[5].clips = wS.weps[5].maxClips; wS.weps[5].updateClips(); dT.showText(2, "Rifle ammo refilled!"); } else if (x == 6 && wS.hasM60 == true) { wS.weps[6].clips = wS.weps[6].maxClips; wS.weps[6].updateClips(); dT.showText(2, "MG ammo refilled!"); } else if (x == 7 && wS.hasM60 == true) { wS.weps[7].clips = wS.weps[7].maxClips; wS.weps[7].updateClips(); dT.showText(2, "SMG ammo refilled!"); } else { currentWep.GetComponent <Weapon>().clearCanvas(); wS.disablePrevWep(); wep = Instantiate(weapons[x], weapons[x].transform.position, weapons[x].transform.rotation); wep.transform.SetParent(weaponHolder); wep.transform.localRotation = Quaternion.Euler(0, -26.3f, 0); wS.addWeapon(); setWeapons(); } } Destroy(transform.gameObject); } }