public IEnumerator round(int groups) { UnityEngine.Debug.Log("Round"); for (int i = 0; i < groups;) { SpawnState.spawnRandom(100, 50, 2); yield return(new WaitForSeconds(1f)); } }
public IEnumerator roundController() { //IEnumerator localCoro; int roundNum = 1; foreach (int num in listRound) { //UnityEngine.Debug.Log("========================== NEW ROUND ================================"); //UnityEngine.Debug.Log("Round Number: " + roundNum); //UnityEngine.Debug.Log("Groups: " + num); //UnityEngine.Debug.Log("====================================================================="); yield return(new WaitForSeconds(delayBetweenRounds)); StartCoroutine(showMessage("Round " + roundNum, 3f)); for (int i = 0; i < num; i++) { float health = spawnHealth(i); int drop = spawnDrop(i); int speed = spawnSpeed(i); bool overlimit = SpawnState.spawnRandom(health, drop, speed); while (!overlimit) { yield return(new WaitForSeconds(0.5f)); overlimit = SpawnState.spawnRandom(health, drop, speed); } yield return(new WaitForSeconds(secondsBeforeNextSpawn)); } while (GameState.numOfEnemies > 0) { yield return(new WaitForSeconds(0.5f)); } roundNum += 1; } }