//spawning call for individual wave //from here, multiple spawn routine for each creep type in the wave is called public void SpawnWave() { //Debug.Log("spawn wave "+(currentWave+1)); GameMessage.DisplayMessage("Incoming wave " + (currentWave + 1) + "!"); AudioManager.PlayNewWaveSound(); //disable user initiated spawning until current wave has done spawning isClearForSpawning = false; onClearForSpawningE(isClearForSpawning); foreach (SubWave subWave in waves[currentWave].subWaves) { StartCoroutine(SpawnSubwave(subWave, waves[currentWave], currentWave)); } StartCoroutine(CheckSpawn(currentWave)); currentWave += 1; if (onWaveStartSpawnE != null) { onWaveStartSpawnE(currentWave + 1); } }