private void NextWave() { waveCount++; int enemiesCount = Random.Range(waveCount, waveCount + addEnemy); OnNextWave?.Invoke(enemiesCount); }
public void StartSpawning() { _currentWave++; if (_currentWave >= _numberOfWaves) { _currentWave = _numberOfWaves - 1; return; } else if (_currentWave + 1 == _numberOfWaves) { _isFinalWave = true; } _stopSpawningEnemies = false; _stopSpawningPowerUps = false; StartCoroutine(SpawnWaveRoutine(_currentWave)); StartCoroutine("SpawnPowerUpRoutine"); OnUpdateWaves?.Invoke(_currentWave + 1, _numberOfWaves); OnNextWave?.Invoke(); }