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authorJakob Stendahl <jakob.stendahl@outlook.com>2017-10-14 22:07:19 +0200
committerJakob Stendahl <jakob.stendahl@outlook.com>2017-10-14 22:07:19 +0200
commitfae01da58dbea66af402807d7409fa53602f71fa (patch)
treed36ddc2874f4e9fa2e08d778731301591b4cf6ee /td/Assets/Scripts/Enemy.cs
parent34d9955d2fcf232994ae6549b10e670c920b4ec9 (diff)
downloadTD-fae01da58dbea66af402807d7409fa53602f71fa.tar.gz
TD-fae01da58dbea66af402807d7409fa53602f71fa.zip
Finished wavesystem. Should improve graph for how many enemies should spawn each time
Diffstat (limited to 'td/Assets/Scripts/Enemy.cs')
-rw-r--r--td/Assets/Scripts/Enemy.cs2
1 files changed, 2 insertions, 0 deletions
diff --git a/td/Assets/Scripts/Enemy.cs b/td/Assets/Scripts/Enemy.cs
index 20436db..4d15b64 100644
--- a/td/Assets/Scripts/Enemy.cs
+++ b/td/Assets/Scripts/Enemy.cs
@@ -10,6 +10,7 @@ public class Enemy : MonoBehaviour {
public int InitialHp; // HealthPoints
public int Damage;
public List<Vector3> Waypoints; // Pathway waypoints, should be set by the spawner
+
[Header("Scripting vars")]
public Player Player; // Reference to the player object, should be set when instantiating
@@ -29,6 +30,7 @@ public class Enemy : MonoBehaviour {
// Selfdestruct if object reached the end
if (_waypointNum + 1 >= Waypoints.Count) {
+ WaveSpawner.EnemiesAlive--;
Player.DecreaseHealth (Damage);
Destroy (gameObject);
return;