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@Drenerdo
Created December 27, 2016 18:16
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaveSpawner : MonoBehaviour
{
public enum SpawnState { SPAWNING, WAITING, COUNTING };
[System.Serializable]
public class Wave
{
public string name;
public Transform enemy;
public int count;
public float rate;
}
public Transform[] spawnPoints;
public Wave[] waves;
private int nextWave = 0;
public float timeBetweenWaves = 5f;
private float waveCountdown;
private float searchCountdown = 1f;
private SpawnState state = SpawnState.COUNTING;
void Start()
{
if (spawnPoints.Length == 0)
{
Debug.LogError("No spawn points referenced.");
}
waveCountdown = timeBetweenWaves;
}
void Update()
{
if (state == SpawnState.WAITING)
{
// Checking if enemies are still alive
if (!EnemyIsAlive())
{
// Begin a new round
Debug.Log("Wave Completed!");
return;
}
else
{
return;
}
}
if (waveCountdown <= 0)
{
if (state != SpawnState.SPAWNING)
{
StartCoroutine(SpawnWave(waves[nextWave]));
}
}
else
{
waveCountdown -= Time.deltaTime;
}
}
void WaveCompleted()
{
Debug.Log("Wave Completed!");
state = SpawnState.COUNTING;
waveCountdown = timeBetweenWaves;
if (nextWave + 1 > waves.Length - 1)
{
nextWave = 0;
Debug.Log("ALL WAVES COMPLETED! Looping....");
}
else
{
nextWave++;
}
}
bool EnemyIsAlive()
{
searchCountdown -= Time.deltaTime;
if (searchCountdown <= 0f)
{
searchCountdown = 1f;
if (GameObject.FindGameObjectWithTag("Enemy") == null)
{
return false;
}
}
return true;
}
IEnumerator SpawnWave(Wave _wave)
{
Debug.Log("" + _wave.name);
state = SpawnState.SPAWNING;
for (int i = 0; i < _wave.count; i++)
{
SpawnEnemy(_wave.enemy);
yield return new WaitForSeconds( 1f/_wave.rate );
}
// Spawn
state = SpawnState.WAITING;
yield break;
}
void SpawnEnemy(Transform _enemy)
{
Instantiate(_enemy, transform.position, transform.rotation);
Transform _sp = spawnPoints[Random.Range(0, spawnPoints.Length)];
Debug.Log("Spawning Enemy: " + _enemy.name);
}
}
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