private void GetNextEnemyGroup() { m_currentEnemyGroupIndex++; if (m_currentEnemyGroupIndex < m_enemyGroupCount) { m_currentEnemyGroupData = m_currentWaveData.m_enemyGroupList[m_currentEnemyGroupIndex]; } }
private void StartEnemySpawn() { if (m_waveData == null || m_waveData.m_waveList.Count == 0) { Debug.LogError("The wave list is null or empty!"); } if (m_spawnPosition == null) { Debug.LogError("Spawn position is null or missing in the inspector!"); } m_currentWaveIndex = 0; m_currentWaveData = m_waveData.m_waveList[m_currentWaveIndex]; m_waveCount = m_waveData.m_waveList.Count; m_currentEnemyGroupIndex = 0; m_currentEnemyGroupData = m_currentWaveData.m_enemyGroupList[m_currentEnemyGroupIndex]; m_enemyGroupCount = m_currentWaveData.m_enemyGroupList.Count; BroadcastOnNewWaveEvent(); m_spawnCoroutine = StartCoroutine(SpawnDelay()); }
private void GetNextEnemyGroupOnNextWave() { m_currentEnemyGroupIndex = 0; m_currentEnemyGroupData = m_currentWaveData.m_enemyGroupList[m_currentEnemyGroupIndex]; m_enemyGroupCount = m_currentWaveData.m_enemyGroupList.Count; }