IEnumerator C_StartCoroutine() { yield return(new WaitForSeconds(StartDelay)); // if (NumberOfSets == 0) // NumberOfSets = 1000; int I = 0; // for(int I=0; I<NumberOfSets; I++) while (I < NumberOfSets || NumberOfSets == 0) { if (ShootDirection) { SuperScript.ShootDirection(0, ObjectAmount, Target, ObjectDelay, ObjectSpeed); } if (ShootAtPlayer) { SuperScript.ShootAtTarget_Player(0, ObjectDelay, ObjectAmount, ObjectSpeed); } if (WaveyLine) { if (Xdirection != 0) { SuperScript.WaveSpray_Horizontal(0, ObjectAmount, ObjectDelay, Amplitude_Y, PeriodSpeed_Y, ObjectSpeed); } if (Ydirection != 0) { SuperScript.WaveSpray_Vertical(0, ObjectAmount, ObjectDelay, Amplitude_X, PeriodSpeed_X, ObjectSpeed); } } if (SprayInDirection) { SuperScript.SprayInDirection(0, ObjectAmount, Target, ObjectDelay, ObjectSpeed); } if (RandomSprayOutwards) { SuperScript.RandomSprayOutwards(0, ObjectDelay, ObjectAmount, ObjectSpeed); } // Next 3 count as one object if (CircleBurst) { SuperScript.CircleBurst(0, ObjectAmount, ObjectSpeed); } if (RandomRain) { SuperScript.ShootFromTopScreen(0, ObjectAmount, ObjectDelay, ObjectSpeed); } if (FollowTarget) { SuperScript.FollowTarget_Player(0, DeathTimer, ObjectSpeed); } if (RandomSprayBounce) { SuperScript.RandomSprayBounce(0, ObjectDelay, ObjectAmount, ObjectSpeed); } yield return(new WaitForSeconds(TimeToSpawnObjects)); yield return(new WaitForSeconds(DelayBetweenSets)); I++; } print(" I AM DONE"); yield return(null); }