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This question was closed Mar 02, 2020 at 01:44 AM by tormentoarmagedoom for the following reason:

Too subjective and argumentative

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-1
Question by aatishkumarsingh30 · Mar 01, 2020 at 08:47 PM · tower-defense

how to stop spawning wave after game over

 public static int EnemyAlive = 0;

 public Wave[] waves;

 public Transform[] spawnPoint;

 public float timeBetweenWaves = 5f;
 private float countdown = 1f;

 public Text waveCountdownText;

 public Gamemanager gameManager;

 private int waveIndex = 0;

 private void Start()
 {
     EnemyAlive = 0;
 }
 void Update()
 {
     if (EnemyAlive > 0)
     {
         return;
     }

     if (waveIndex == waves.Length)
     {
         if (PlayerStats.Lives> 0)
         {
             gameManager.WinLevel();
             this.enabled = false;
             return;
         }
        
     }

     if (countdown <= 0f)
     {
         StartCoroutine(SpawnWave());
         countdown = timeBetweenWaves;
       
         return;
     }

     countdown -= Time.deltaTime;

    
 }

 IEnumerator SpawnWave()
 {
    

     Wave wave = waves[waveIndex];

     EnemyAlive = wave.count;

     for (int i = 0; i < wave.count; i++)
     {
         SpawnEnemy(wave.enemy);
         yield return new WaitForSeconds(1f / wave.rate);
     }

     waveIndex++;
 }

 void SpawnEnemy(GameObject enemy)
 {

     Transform _sp = spawnPoint[Random.Range(0, spawnPoint.Length)];
     Instantiate(enemy, _sp.position, _sp.rotation);
 }

}

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Answer by tormentoarmagedoom · Mar 02, 2020 at 01:44 AM

Hello.

This is not a script service provider.

https://answers.unity.com/page/faq.html

Post closed.

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