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authorJakob Stendahl <jakob.stendahl@outlook.com>2017-10-17 22:05:53 +0200
committerJakob Stendahl <jakob.stendahl@outlook.com>2017-10-17 22:05:53 +0200
commit893160bc3047aa14321943fa52fcd20330d804db (patch)
treec45502accbbfb75035f7da92dc7c787b462189af /td/Assets/Scripts/waveSpawner.cs
parent0aff61a37fa8502521e760a78d8e51b614503773 (diff)
downloadTD-893160bc3047aa14321943fa52fcd20330d804db.tar.gz
TD-893160bc3047aa14321943fa52fcd20330d804db.zip
Added paycheck-system, player gets payed after wave is finished
Diffstat (limited to 'td/Assets/Scripts/waveSpawner.cs')
-rw-r--r--td/Assets/Scripts/waveSpawner.cs32
1 files changed, 31 insertions, 1 deletions
diff --git a/td/Assets/Scripts/waveSpawner.cs b/td/Assets/Scripts/waveSpawner.cs
index 3a6d7d4..6444cfd 100644
--- a/td/Assets/Scripts/waveSpawner.cs
+++ b/td/Assets/Scripts/waveSpawner.cs
@@ -4,6 +4,7 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
+
public class WaveSpawner : MonoBehaviour {
[Header("Attributes")]
@@ -27,6 +28,7 @@ public class WaveSpawner : MonoBehaviour {
public static int EnemiesAlive = 0;
private float _countdown = 2f;
private int _waveIndex = 0;
+ private bool _lastWavePayed;
void Awake() {
foreach (Transform child in PathWay) {
@@ -43,8 +45,13 @@ public class WaveSpawner : MonoBehaviour {
return;
}
+ if (EnemiesAlive == 0 && !_lastWavePayed) {
+ Player.Payday();
+ _lastWavePayed = true;
+ }
+
if (_countdown <= 0f) {
- StartCoroutine(SpawnWave());
+ StartCoroutine(SpawnWave()); // TODO Bytt ut denne med SpawnWaveRand (Gjør ferdig SpawnWaveRand)
_countdown = TimeBetweenWaves;
return;
}
@@ -97,6 +104,29 @@ public class WaveSpawner : MonoBehaviour {
SpawnRate = SpawnRate * 2;
_waveIndex++;
+ _lastWavePayed = false;
+ }
+
+ IEnumerator SpawnWaveRand() {
+ int enemiesToSpawn = WaveEnemyCount(_waveIndex);
+ int[] waveEnemies = new int[Enemies.Length - 1];
+ EnemiesAlive = enemiesToSpawn;
+
+ for (int i = 1; i < enemiesToSpawn; i++) {
+ int currentEnemyInt = UnityEngine.Random.Range(0, Enemies.Length - 1);
+ EnemyType currentEnemy = Enemies[currentEnemyInt];
+
+ if (_waveIndex <= 1) {
+ } else if (_waveIndex <= 5) {
+
+ }
+
+
+ yield return new WaitForSeconds(1f / SpawnRate);
+ }
+
+ SpawnRate = SpawnRate * 2;
+ _waveIndex++;
}
void SpawnEnemy (GameObject enemyPrefab) {