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Question by renren30 · Apr 19, 2020 at 01:40 PM · 3dgameplayfirst person shooterenemy spawn

How to make an turn based Wave System?

I want to make an enemy spawn system like this: - Spawn the first wave - If the first wave got killed spawn the second wave. - If the second wave got killed spawn a boss. - If the boss got killed go to the next scene (Victory screen for example)

How can i do this? The only thing that worked for me was an endless wave system but its not what I want :/ Thank you for your help :)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Spawner : MonoBehaviour
 {
     public float spawnWait;
     public float startWait;
     public float waveWait;
 
     public int waveCount;
 
     public GameObject[] spawnPoints;
     public GameObject enemy;
     public GameObject enemy2;
 
     private void Start()
     {
         StartCoroutine(SpawnEnemy());
 
         spawnPoints = new GameObject[4];
         for(int i = 0; i < spawnPoints.Length; i++)
         {
             spawnPoints[i] = transform.GetChild(i).gameObject;
         }
     }
 
     IEnumerator SpawnEnemy()
     {
         while (true)
         {
             for (int i = 0; i < waveCount; i++)
             {
                 yield return new WaitForSeconds(spawnWait);
                 int spawnerID = Random.Range(0, spawnPoints.Length);
                 Instantiate(enemy, spawnPoints[spawnerID].transform.position, spawnPoints[spawnerID].transform.rotation);
                 Instantiate(enemy2, spawnPoints[spawnerID].transform.position, spawnPoints[spawnerID].transform.rotation);
                 yield return new WaitForSeconds(spawnWait);
             }
         }
     }
 }
 



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Best Answer

Answer by logicandchaos · Apr 19, 2020 at 04:26 PM

just create an int for waveSize, that is how many enemies you will create, then you can use another int enemiesKilled, then when enemiesKilled==waveSize then all enemies have been destroyed and you can call the next wave or boss, whatever.. you can keep track of that with another int waveNumber.

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