Trying to make an infinite wave spawner using brackeys wave spawner

Trying to modify brackeys wave spawner to loop infinitely by increasing the amount of enemies spawned (count) and the rate of enemies spawned (rate). The current loop begins at line 76 but I’m not sure what to type to increment the count and rate variables in the Wave class.

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 Wave[] waves;
    private int nextWave = 0;

    public Transform[] spawnPoints;


    public float timeBetweenWaves = 3f;
    private float waveCountdown;

    private float searchCountdown = 1f;

    private SpawnState state = SpawnState.COUNTING;
    void Start()
    {
        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)
        {
            nextWave = 0;
        }

        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("spawn wave" + _wave.name);
        state = SpawnState.SPAWNING;
        for (int i = 0; i < _wave.count; i++)
        {
            SpawnEnemy (_wave.enemy[Random.Range(0, 2)]); // replace the "4" with the number of enemies in your array
            yield return new WaitForSeconds (1f/_wave.rate);
        }
        state = SpawnState.WAITING;
        yield break;
    }

    void SpawnEnemy (Transform _enemy)
    {
        Debug.Log ("spawn" + _enemy.name);
        Transform _sp = spawnPoints[ Random.Range (0, spawnPoints.Length)];
        Instantiate(_enemy, _sp.position, _sp.rotation);
    }
}

Here’s how to figure out what the above code is doing, which will help you reason about how you can change it:

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

Two easy ways to do this:

  • express the difficulty variables you want as a function of wave. For instance:
int numEnemies = Wave * 3;[/code

means wave 1 has 3 enemies, wave 2 hes 6, etc.

OR

- start the enemy count at a particular level and increase it each time you complete a wave.