HOW TO MAKE WAVE SYSTEM
Im currently developing an android space shooting game. And i wanted to make wave system for it that would work something like this:
So mine main problem is that idk how to check if i have any enemies alive Does anybody have an idea?
Here is my spawner Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaveSystem : MonoBehaviour
{
public Wave[] waves;
public float range;
private void Start() {
SpawnWave();
}
void SpawnWave()
{
for (int i = 0; i < waves.Length; i++)
{
for (int g = 0; g < waves[i].objectsToSpawn.Length; g++)
{
SpawnEnemy(waves[i].objectsToSpawn[g]);
}
}
}
void SpawnEnemy(GameObject enemyToSpawn)
{
Transform player = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
Vector2 spawnPos = player.position;
spawnPos += Random.insideUnitCircle * range;
Instantiate(enemyToSpawn, spawnPos, Quaternion.identity);
}
}
Here is my wave Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Wave
{
[SerializeField]
public GameObject[] objectsToSpawn;
}
Answer by streeetwalker · Sep 06, 2020 at 02:36 PM
Hi @JakeTeaman, the answer you posted will work, but it is expensive: doing any kind of search, as all of the "Find" methods do, takes time. There are definitely cheaper ways to do it.
Probably the least expensive is create an integer variable that increments every time you spawn an enemy and decrements every time you destroy one. Then you just check to see if that variable is 0 - you know you have no more left.
Another method that has other benefits (if you need them, which include being able to directly reference a specific enemy anytime) is to keep a reference to every spawned enemy in a list. Add when you spawn and remove when you destroy. when the list length is 0 you know you are ready for you next wave.
Answer by JakeTeaman · Sep 06, 2020 at 02:11 PM
Ok i have idea now Heres how i did this
private void Update()
{
if(GameObject.FindGameObjectWithTag("Target") == null)
{
SpawnWave(startingWave);
startingWave += 1;
}
}
void SpawnWave(int waveIndex)
{
for (int g = 0; g < waves[waveIndex].objectsToSpawn.Length; g++)
{
SpawnEnemy(waves[waveIndex].objectsToSpawn[g]);
}
}
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