// Use this for initialization void Start() { myRigidBody2D = GetComponent <Rigidbody2D>(); mySpriteRenderer = GetComponent <SpriteRenderer>(); enemyNumIndicator = FindObjectOfType <EnemyNumIndicator>(); enemyAudiosource = GetComponent <AudioSource>(); shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShots); }
// Use this for initialization IEnumerator Start() { enemyNumIndicator = FindObjectOfType <EnemyNumIndicator>(); yield return(new WaitForSeconds(1.5f));// Wave 1 presented correctly do { yield return(StartCoroutine(SpawnAllPattern())); //prevent this from infinite loop. } while (waveConfigs[waveNum].GetLooping()); }
// Use this for initialization IEnumerator Start() { waveManager = FindObjectOfType <WaveManager>(); player = FindObjectOfType <Player>(); enemyNumIndicator = FindObjectOfType <EnemyNumIndicator>(); waveAudio = GetComponent <AudioSource>(); waveNumUI.text = (waveManager.waveNum + 1).ToString(); waveUI.SetActive(true); yield return(new WaitForSeconds(1.0f)); waveUI.SetActive(false); }