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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class WaveSpawner : MonoBehaviour {
public static int EnemiesAlive = 0;
public Wave[] Waves;
public Transform SpawnPoint;
public float TimeBetweenWaves = 5f;
private float _countdown = 2f;
public Text WaveCountdownText;
private int _waveIndex = 0;
void Update ()
{
if (EnemiesAlive > 0)
{
return;
}
if (_waveIndex == Waves.Length)
{
// WIN LEVEL!!!
this.enabled = false;
}
if (_countdown <= 0f)
{
StartCoroutine(SpawnWave());
_countdown = TimeBetweenWaves;
return;
}
_countdown -= Time.deltaTime;
_countdown = Mathf.Clamp(_countdown, 0f, Mathf.Infinity);
//waveCountdownText.text = string.Format("{0:00.00}", countdown);
}
IEnumerator SpawnWave ()
{
Wave wave = Waves[_waveIndex];
EnemiesAlive = wave.Count;
for (int i = 0; i < wave.Count; i++)
{
SpawnEnemy(wave.Enemy);
yield return new WaitForSeconds(1f / wave.Rate);
}
_waveIndex++;
}
void SpawnEnemy (GameObject enemy)
{
Instantiate(enemy, SpawnPoint.position, SpawnPoint.rotation);
}
}
[System.Serializable]
public class Wave {
public GameObject Enemy;
public int Count;
public float Rate;
}
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