So I'm trying to set up a system in a project where these spawn points will spawn targets that move towards the player and have to be destroyed before reaching a certain point, or its game over. Everything seems to be working fine except for one issue. The spawners don't stop spawning. They're supposed to do waves, spawning more enemies after each wave has been finished. I'm totally lost as to where the error might be. Small note, originally I had the spawn count be 3 times the enemyspawncount, and spawnCount would count down to 0, then jump to 2 and remain there.
Spawner script:
var targetPrefab:Transform;
var spawnCount = deathcounter.enemySpawnCount;
function Start()
{
StartCoroutine("CoStart");
}
function CoStart() : IEnumerator
{
while (true)
yield CoUpdate();
}
function CoUpdate(){
spawnCount = deathcounter.enemySpawnCount;
while(spawnCount > 0)
{
var target= Instantiate(targetPrefab, transform.position, transform.rotation);
target.rigidbody.AddForce(Vector3.right * (deathcounter.enemySpawnCount *0.5 * 100));
spawnCount = spawnCount - 1;
Debug.Log("Spawn" + spawnCount);
yield WaitForSeconds (5);
}
deathcounter.timeToSpawn = false;
}
Target script:
var spawnCount = deathcounter.enemyDeathCount;
function OnTriggerEnter() {
Destroy (gameObject);
deathcounter.enemyDeathCount = deathcounter.enemyDeathCount + 1;
}
Death Counter script:
static var enemyDeathCount = 0;
static var enemySpawnCount = 1;
static var timeToSpawn : boolean = true;
function Update () {
if(enemyDeathCount % 3 == 0 && enemyDeathCount != 0){
timeToSpawn = true;
enemySpawnCount = enemySpawnCount + 1;
}
}