So, I just put in a script named “platformScript.time” and the timer goes down in a matter of a second and the enemies don’t spawn in; here’s the script for it:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class SpawnManager : MonoBehaviour
{
public GameObject enemyPrefab;
public GameObject newEnemyPrefab;
public GameObject powerupPrefab;
public GameObject hardPrefab;
private int enemies;
public TextMeshProUGUI waveText;
public int enemyCount;
public int waveNumber = 1;
bool enemyStop;
private PlatformScript platformScript;
private int wave;
private int spawnEnemies = 1;
private float spawnRange = 9.0f;
// Start is called before the first frame update
void Start()
{
SpawnEnemyWave(waveNumber);
Instantiate(powerupPrefab, GenerateRandomPosition(), powerupPrefab.transform.rotation);
platformScript = GetComponent<PlatformScript>();
}
// Update is called once per frame
void Update()
{
enemyCount = FindObjectsOfType<Enemy>().Length;
if (enemyCount == 0 && platformScript.time == 0)
{
waveNumber++;
WaveCounter(1);
enemies = waveNumber;
if (waveNumber > 3)
{
enemies = 3;
}
SpawnEnemyWave(enemies);
Instantiate(powerupPrefab, GenerateRandomPosition(), powerupPrefab.transform.rotation);
if (waveNumber >= 5)
{
SpawnNewEnemy(1);
}
if (waveNumber >= 10)
{
SpawnHardEnemy(1);
}
}
if (waveNumber <= 6 && enemyCount >= 7)
{
Debug.Break();
Debug.Log("Are you missing a variable in your code?");
}
}
private Vector3 GenerateRandomPosition()
{
float spawnPosX = Random.Range(-spawnRange, spawnRange);
float spawnPosY = Random.Range(-spawnRange, spawnRange);
Vector3 randomPos = new Vector3(spawnPosX, 1, spawnPosY);
return randomPos;
}
void SpawnEnemyWave(int enemiesToSpawn)
{
for (int i = 0; i < enemiesToSpawn; i++)
{
Instantiate(enemyPrefab, GenerateRandomPosition(), enemyPrefab.transform.rotation);
}
}
void SpawnNewEnemy(int newToSpawn)
{
for (int i = 0; i < newToSpawn; i++)
{
Instantiate(newEnemyPrefab, GenerateRandomPosition(), newEnemyPrefab.transform.rotation);
}
}
void SpawnHardEnemy(int hardToSpawn)
{
for (int i = 0; i < hardToSpawn; i++)
{
Instantiate(hardPrefab, GenerateRandomPosition(), hardPrefab.transform.rotation);
}
}
public void WaveCounter(int newWave)
{
wave += newWave;
waveText.text = "Wave: " + waveNumber;
}
}
How do I fix this?