[HELP] To show wave number on a zombie survival game.
Hello everyone, I am creating a zombie survival game and its going well so far. Although, I am new to coding and am not sure on how to make it so each time a new wave of zombies spawn it will display a text saying the wave. I have a script which spawns zombies on each wave and I have 100 waves. Does anyone recon they could help me make it so when a new wave starts it will display the wave number. Thanks!
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 = 5f;
public float waveCountdown;
private float searchCountdown = 1f;
private SpawnState state = SpawnState.COUNTING;
void Start()
{
if (spawnPoints.Length == 0)
{
Debug.LogError("No 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)
{
nextWave = 0;
Debug.Log("All Waves Complete.");
}
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);
}
}
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