public static void StartNewWave() { CurrentWave++; if (CurrentTerminalCount < MaxTerminalCount) { CurrentTerminalCount++; } Player.BaseSprite.WorldLocation = PlayerStartLoc; Camera.Position = Vector2.Zero; WeaponManager.CurrentWeaponType = WeaponManager.WeaponType.Normal; WeaponManager.Shots.Clear(); WeaponManager.PowerUps.Clear(); EffectsManager.Effects.Clear(); EnemyManager.Enemies.Clear(); TileMap.GenerateRandomMap(); GoalManager.GenerateComputers(CurrentTerminalCount); }