void PlayNextWave() { SoulSpawn sp = GameObject.FindGameObjectWithTag("SoulSpawner").GetComponent <SoulSpawn>(); gm.waveCounter = gm.waveCounter + 1; switch (gm.waveCounter) { case 1: //AddMobs(5, 10); textTyper.message = "Wave 1"; if (!textTyper.CR_isRunning) { textTyper.startTextCoroutine(4); } break; case 2: HealTree(); AddMobs(20, 40); textTyper.message = "Wave 2, Tree's healt will be updated"; if (!textTyper.CR_isRunning) { textTyper.startTextCoroutine(4); } break; case 3: HealTree(); AddMobs(40, 70); textTyper.message = "Wave 3, Tree's healt will be updated"; if (!textTyper.CR_isRunning) { textTyper.startTextCoroutine(4); } int index = 0; foreach (GameObject enemy in sp.SoulsArray) { sp.SoulsArray[index] = sp.SoulEvilBig; index++; } break; case 4: HealTree(); AddMobs(70, 120); textTyper.message = "Wave 4, Tree's healt will be updated"; if (!textTyper.CR_isRunning) { textTyper.startTextCoroutine(4); } foreach (GameObject enemy in sp.SoulsArray) { sp.startTimer = 1.8f; } break; case 5: HealTree(); AddMobs(120, 200); textTyper.message = "Wave 5, Tree's healt will be updated"; if (!textTyper.CR_isRunning) { textTyper.startTextCoroutine(4); } foreach (GameObject enemy in sp.SoulsArray) { SoulController scBig = sp.SoulEvilBig.GetComponent <SoulController>(); scBig.currentHealth = 100; scBig.enemyDmgToTree = 50; SoulController scSmall = sp.SoulEvil.GetComponent <SoulController>(); scBig.currentHealth = 60; scBig.enemyDmgToTree = 25; sp.startTimer = 0.9f; } break; case 6: HealTree(); AddMobs(200, 400); textTyper.message = "Wave 6, Tree's healt will be updated"; if (!textTyper.CR_isRunning) { textTyper.startTextCoroutine(4); } break; default: AddMobs(320, 1000); break; } }