unity A.prefab != null && A.spawnCount > 0
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class WaveAction
{
public string name;
public float delay;
public GameObject prefab;
public int spawnCount;
public string message;
}
[System.Serializable]
public class Wave
{
public string name;
public List<WaveAction> actions;
}
public class WaveGenerator : MonoBehaviour
{
public float difficultyFactor = 0.9f;
public List<Wave> waves;
private Wave m_CurrentWave;
public Wave CurrentWave { get { return m_CurrentWave; } }
private float m_DelayFactor = 1.0f;
IEnumerator SpawnLoop()
{
m_DelayFactor = 1.0f;
while (true)
{
foreach (Wave W in waves)
{
m_CurrentWave = W;
foreach (WaveAction A in W.actions)
{
if (A.delay > 0)
yield return new WaitForSeconds(A.delay * m_DelayFactor);
if (A.message != "")
{
// TODO: print ingame message
}
if (A.prefab != null && A.spawnCount > 0)
{
for (int i = 0; i < A.spawnCount; i++)
{
// Random position within this transform
Vector3 rndPosWithin;
rndPosWithin = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f));
rndPosWithin = transform.TransformPoint(rndPosWithin * .5f);
Instantiate(A.prefab, rndPosWithin, transform.rotation);
}
}
}
yield return null; // prevents crash if all delays are 0
}
m_DelayFactor *= difficultyFactor;
yield return null; // prevents crash if all delays are 0
}
}
void Start()
{
StartCoroutine(SpawnLoop());
}
}