/// <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); }
// 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); }