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Spawner.cs
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Spawner.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawner : MonoBehaviour {
[Header("Object Assignment")]
[SerializeField]
Transform[] spawnPoints;
[SerializeField]
GameObject enemy;
[SerializeField]
GameObject winScreen;
[SerializeField]
Transform enemyHolder;
[SerializeField]
GameManager gamemanager;
[Header("Waves")]
[SerializeField]
int[] enemyCount;
[SerializeField]
float[] enemyDistance;
[SerializeField]
float[] waveDelay;
[SerializeField]
GameObject[] enemyType;
[Header("Misc")]
[SerializeField]
float updateDelay = .5f;
[SerializeField]
int currentWave = 0;
// Use this for initialization
void Start () {
StartCoroutine (waveLoop ());
}
IEnumerator waveLoop()
{
while (currentWave != enemyCount.Length) {
StartCoroutine (SpawnWave(enemyCount[currentWave], enemyDistance[currentWave]));
yield return new WaitForSeconds (waveDelay[currentWave]);
}
while (enemyHolder.childCount > 0)
{
yield return new WaitForSeconds(updateDelay);
}
gamemanager.GameWon();
}
IEnumerator SpawnWave(int enemyCount, float enemyDistance)
{
Vector3 spawnPosition;
int nextSpawner = 0;
for (int i = 0; i < enemyCount; i++)
{
spawnPosition = spawnPoints[nextSpawner].position;
if (nextSpawner + 1 >= spawnPoints.Length)
nextSpawner = 0;
else
nextSpawner++;
GameObject spawnedEnemy = (GameObject)Instantiate(enemyType[currentWave], spawnPosition, Quaternion.identity);
spawnedEnemy.transform.parent = enemyHolder;
yield return new WaitForSeconds(enemyDistance);
}
currentWave++;
}
}