/// <summary>
 /// Checks wheter the wave ended after all clients respond that they despawned their AI enemies.
 /// </summary>
 private void CheckWaveEnded()
 {
     if (_aliveEnemies.Count == 0)
     {
         WaveCleared?.Invoke();
     }
 }
 // Start is called before the first frame update
 IEnumerator Start()
 {
     waveCleared    = GameObject.FindObjectOfType <WaveCleared>();
     enemyBehaviour = GameObject.FindObjectOfType <Enemy>();
     do
     {
         yield return(StartCoroutine(SpawnAllWaves()));
     }while (looping);
 }
Пример #3
0
    // Start is called before the first frame update
    IEnumerator Start()
    {
        waveCleared    = GameObject.FindObjectOfType <WaveCleared>();
        enemyBehaviour = GameObject.FindObjectOfType <Enemy>();
        do
        {
            yield return(StartCoroutine(SpawnAllWaves()));

            numWavesCleared++;
            Debug.Log("Current Wave = " + numWavesCleared);
            waveCleared.UpdateCurrentWave(numWavesCleared);
        }while (looping);
    }