IEnumerator SpawnWave(WaveSingleton _wave) { anim.SetBool("CellRise", true);// cell rise animation Debug.Log("Spawning Wave" + _wave.name); state = SpawnState.Spawning; for (int i = 0; i < _wave.sCount; i++) { SpawnEnemy(_wave.Senemy); yield return(new WaitForSeconds(1f * _wave.rate)); } for (int i = 0; i < _wave.mCount; i++) { SpawnEnemy(_wave.Menemy); yield return(new WaitForSeconds(1f * _wave.rate)); } state = SpawnState.Waiting; anim.SetBool("CellRise", false); yield break; }
public void WaveCompleted() { Debug.Log("Wave COMPLETED!"); state = SpawnState.Counting; waveCountdown = timeBetweenWaves; if (nextWave + 1 > waves.Length - 1) { nextWave = 0; Debug.Log(" ALL WAVES COMPLETE!!"); Debug.Log("Looping"); GameObject theWaveSpawner = GameObject.Find("WaveManager"); WaveSingleton wave = theWaveSpawner.GetComponent <WaveSingleton>(); wave.mCount = wave.mCount + (Random.Range(1, 6)); wave.sCount = wave.mCount + (Random.Range(1, 6)); } else { nextWave++; } }
private void Awake() { Inst = this; }