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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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