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DaW (Direct-a-Wave) is an Enemy Wave Spawning system used to setup and have direct control over how you want enemy waves to play. DaW comes packed with a lot of features to make enemy wave setup quick and easy.






Features:
- Brand New Inspector UI
- PlayMaker Support
- Fully Rewritten in C#
- PoolManager Support
- Pre-Pools your enemy prefabs with the custom pooling system - Built with mobile in mind!
- Use 2 different Wave Modes (Eliminate and Timed)
- Use Wave Types (Randomized and Linear) that control how your enemies spawn out
- Control when and where your pools spawn with the Simple API
- Create Spawn Types (Random and Static) that provide direct control of where and what types of enemies spawn at a specific spawn point
- Manage all your spawn points complete through the Editor
- The Pool Weighting system gives the ability to spawn the enemy based on weights (percentage)
- Do this ALL from ONE Inspector Panel!
- Full Source Code!
Planned/Upcoming Features:
- Follow Development Features on Trello
- ANY 3rd PARTY ASSET YOU WANT TO BE SUPPORTED! LET ME KNOW, I WILL TRY TO ACCOMMODATE REQUESTS WITHIN REASON!
- ANY questions feel free to contact me at eturgott.jrdevarts@gmail dot com, I will try my best to help any problems and get back to you as soon as I can.
- ALSO, you can contact me on Skype. PM or email me asking for Skype name with your Skype name to confirm.
Video Overview v2.0:
CLICK FOR DaW TUTORIAL VIDEOS PLAYLIST
Documentation NOTE: This PDF Documentation is currently only for v1.1. It is missing some updated features. Working on updating this file, so use the online docs below.
Version History:
Version 2.1.1rc 8/28/19
-Added AutoPlayModeSetup tool to JrDevArts Utilities folder; use this to set the scene to default play from when Play mode is entered. Find in Window/JrDevAssets/Tools/Set As First Scene
-Updated for Unity 2019.2 Compatibility
-Updated JrDevArts_Utilities to Version 31
-New UI and features coming in 2019
Version 2.1.1 3/5/19
-Unity version 2018.3.12f1
-Removed unnecessary images from Resource folder
-New UI and features coming in 2019 -Other small bugs and fixes
Version 2.1 7/12/16
-Added options button to go to online documentation or email for support
-Added new API call SetSpawnPointAvailability which will override spawn points being available giving you control on when to use
-Added events to signal when object has been spawned or despawned. These are OnSpawnByDaW and OnDeSpawnByDaW
Version 2.0 4/17/15
-Added All-New UI
-Added all new code rewritten in C#
-Added Playmaker support
-Added a percentage label to the Enemy Slots of a Wave to show the percent of spawning based on the weight
-Added a switch to allow you to set the next wave to start after the current wave is finished, otherwise will continue to go down the list of waves if not set as a triggered wave
-Added Hierarchy GUIs to spawn points to show when they are available for spawning and when not (green and red dots)
-Added context dragging for custom Int and Float fields; place cursor on either side of the field to see the dragging arrow to increase/decrease value
-Added Menu item to Create DaW Manager; can be accessed by GameObject Menu or right clicking in hierarchy window
-Added native Undo support
-Changed the DaW Setup prefab to be the DaW Manager
-Changed the DaW scripts to be more compact, combined and cleaned up code
-Changed the Static Spawn Point and Enemy Slot object fields to now accept scene files in addition to asset files
-Changed the way spawn points are used so now they can only be used to spawn if they are available; this gives control using the spawn rate to help prevent objects from overlapping when spawned
-Changed the way to check if Wave is completed. Now HasWaveCompleted() can be called instead
-Fixed a bug where clicking Purge only removes the Spawn Points list but not the corresponding game objects in the hierarchy scene
-Other small bugs and fixes
Version 1.1 5/14/13
-PoolManager Support is here!
-Changed timer in the Timing Wave mode from still counting when less than zero
-Made the DaW gizmo automatically add itself to be used for seeing all spawn points
-Made a few changes to the DaW prefab, nice and clean
-Fixed a bug where max pool total can go below the total amount of enemy prefabs to spawn.
-Made a change where you can’t add more max enemies than the wave limit
-Spawn pool (non pool manager) now adds a number to prefab instance names
-Other small bug fixes
Version 1.0.2 4/14/13
- Wave Type Linear had a bug that didn’t work when spawn amount was more than 1.
Version 1.0.1 4/13/13
- Spawn amount was not spawning the proper amounts of enemies per second
- Added “Completed” string to Wave Status
Let me know what you think. Any suggestions or feature requests are welcomed! ![]()
Thanks,
jrDev