So I have a wave spawner script that has only one slot available for something, in this an enemy. I tried messing with my script to include multiple enemies in one wave, but to no success. Below is my current script that anyone can use. It is a bit long, but I decided to include all of it because I wanted anyone to use it.
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 Wave[] waves;
private int nextWave = 0;
public Transform[] spawnPoints;
public float timeBetweenWaves = 5f;
public float waveCountdown;
private float searchCountdown = 1f;
private SpawnState state = SpawnState.COUNTING;
void Start()
{
if (spawnPoints.Length == 0)
{
Debug.LogError("Now spawn points referenced.");
}
waveCountdown = timeBetweenWaves;
}
void Update ()
{
if (state == SpawnState.WAITING)
{
if (!EnemyIsAlive())
{
WaveCompleted();
}
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)
{
//When all waves are complete!
nextWave = 0;
Debug.Log("ALL WAVES COMPLETE! 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("Spawning Wave: " + _wave.name);
state = SpawnState.SPAWNING;
for (int i = 0; i < _wave.count; i++)
{
SpawnEnemy(_wave.enemy);
yield return new WaitForSeconds(1f / _wave.rate);
}
state = SpawnState.WAITING;
yield break;
}
void SpawnEnemy (Transform _enemy)
{
Debug.Log("Spawning Enemy: " + _enemy.name);
Transform _sp = spawnPoints[Random.Range(0, spawnPoints.Length)];
Instantiate(_enemy, _sp.position, _sp.rotation);
}
}
Thanks, and I will be as clear as possible.