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Spawner.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawner : MonoBehaviour
{
public Wave[] waves;
public Enemy enemy;
Wave currentWave;
int currentWaveNumber;
int enemiesRemainingToSpawn;
int enemiesRemainingAlive;
float nextSpawnTime;
void Start()
{
NextWave();
}
void Update()
{
if (enemiesRemainingToSpawn > 0 && Time.time > nextSpawnTime)
{
enemiesRemainingToSpawn--;
nextSpawnTime = Time.time + currentWave.timeBetweenSpawns;
Enemy spawnedEnemy = Instantiate(enemy, Vector3.zero, Quaternion.identity) as Enemy;
spawnedEnemy.OnDeath += OnEnemyDeath;
}
}
void OnEnemyDeath()
{
enemiesRemainingAlive--;
if (enemiesRemainingAlive == 0)
{
NextWave();
}
}
void NextWave()
{
currentWaveNumber++;
print("Wave: " + currentWaveNumber);
if (currentWaveNumber - 1 < waves.Length)
{
currentWave = waves[currentWaveNumber - 1];
enemiesRemainingToSpawn = currentWave.enemyCount;
enemiesRemainingAlive = enemiesRemainingToSpawn;
}
}
[System.Serializable]
public class Wave
{
public int enemyCount;
public float timeBetweenSpawns;
}
}