public void Update(GameTime pGameTime) { if(m_pCurrentWave != null) m_pCurrentWave.Update(pGameTime); if (m_bDisplayingWave) { m_fWaveDisplayTime += (float)pGameTime.ElapsedGameTime.TotalMilliseconds; //Console.WriteLine("NEXT WAVE IN: " + (m_fMaxWaveDisplayTime - m_fWaveDisplayTime) + " sec"); if (m_fWaveDisplayTime > m_fMaxWaveDisplayTime) { m_bDisplayingWave = false; m_fWaveDisplayTime = 0; } } else { if (m_pCurrentWave != null) { // Hit kommer vi om nedräkningen för nästa våg är AVKLARAD och vi ska säga till att spawna den. if (m_pCurrentWave.SpawnNext) { m_bDisplayingWave = true; m_nCurrentWave++; this.SpawnWaveDisplay(m_nCurrentWave); m_pCurrentWave = null; } } else { m_pCurrentWave = m_rgWaves[m_nCurrentWave]; m_pCurrentWave.Start(); } } }
public void Start() { m_pCurrentWave = m_rgWaves[m_nCurrentWave]; m_pCurrentWave.Start(); }