private void FixedUpdate() { if (timeInterval > 0) { timeInterval -= Time.deltaTime; } else { if (currentEnemyNo < enemycount) { SpawnEnemy(); timeInterval = my_Wave.GetEnemies()[currentEnemyNo].GetTimeDelay(); currentEnemyNo++; } } }
public void SetWave(WaveData w, EnemySpawner s) { my_Spawner = s; my_Wave = w; enemycount = w.GetEnemies().Length; }