-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathWaveSpawner.cs
More file actions
79 lines (62 loc) · 1.91 KB
/
WaveSpawner.cs
File metadata and controls
79 lines (62 loc) · 1.91 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[System.Serializable]
public class Wave
{
public string waveName;
public int nuOfEnemies;
public GameObject[] typeOfEnemies;
public float spwanInterval;
}
public class WaveSpawner : MonoBehaviour
{
public Wave[] waves;
public Transform[] spawnPoints;
public Animator anim;
public Text waveName;
private Wave currentWave;
private int currentWaveNumber;
private bool canSpawn = true;
private bool canAnimate= false;
private float nextSpawnTime;
private void Awake()
{
anim = GetComponent<Animator>();
}
private void Update()
{
currentWave = waves[currentWaveNumber];
SpawnWave();
GameObject[] totalEnemies = GameObject.FindGameObjectsWithTag("Enemy");
if (totalEnemies.Length == 0 && currentWaveNumber+1 != waves.Length && canAnimate)
{
waveName.text = waves[currentWaveNumber + 1].waveName;
anim.SetBool("WaveComplete", canAnimate);
canAnimate = false;
}
}
void SpwanNextWave()
{
currentWaveNumber++;
canSpawn = true;
}
void SpawnWave()
{
if (canSpawn && nextSpawnTime < Time.time)
{
GameObject randomEnemy = currentWave.typeOfEnemies[Random.Range(0, currentWave.typeOfEnemies.Length)];
Transform randomPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
GameObject cloneObject = Instantiate(randomEnemy, randomPoint.position, Quaternion.identity);
cloneObject.SetActive(true);
currentWave.nuOfEnemies--;
nextSpawnTime = Time.time + currentWave.spwanInterval;
if (currentWave.nuOfEnemies == 0)
{
canSpawn = false;
canAnimate = true;
}
}
}
}