using System.Collections; using UnityEngine; using TMPro; using UnityEngine.UI; public class EnemySpawner : MonoBehaviour { public GameObject enemyPrefab; public Transform tower; public TextMeshProUGUI waveText; public Button startWaveButton; public float spawnRadius = 10f; private int currentWave = 1; private bool isSpawning = false; private int enemiesRemaining = 0; private int baseEnemyCount = 5; private int enemyCountIncrease = 3; private float enemySpeed = 1.5f; private int enemyBaseHP = 1; private float speedIncreaseRate = 0.2f; private int hpIncreaseRate = 1; private float maxEnemySpeed = 6f; private int maxEnemyHP = 20; public void StartWave() { if (!isSpawning) { currentWave++; UpdateWaveText(); enemiesRemaining = baseEnemyCount + (currentWave) * enemyCountIncrease; startWaveButton.gameObject.SetActive(false); StartCoroutine(SpawnWave()); } } IEnumerator SpawnWave() { isSpawning = true; int enemiesToSpawn = baseEnemyCount + (currentWave) * enemyCountIncrease; for (int i = 0; i < enemiesToSpawn; i++) { SpawnEnemy(); yield return new WaitForSeconds(1f); } isSpawning = false; } void SpawnEnemy() { Vector2 spawnPos = GetRandomSpawnPosition(); GameObject newEnemy = Instantiate(enemyPrefab, spawnPos, Quaternion.identity); Enemy enemyComponent = newEnemy.GetComponent(); if (enemyComponent != null) { // Lower speed scale to 0.1f float waveSpeedBonus = currentWave * 0.1f; enemyComponent.speed = Mathf.Min(maxEnemySpeed, enemySpeed + waveSpeedBonus); } EnemyHealth enemyHealth = newEnemy.GetComponent(); if (enemyHealth != null) { // For HP: baseHP + wave * 0.3 (round it) int scaledHP = enemyBaseHP + Mathf.RoundToInt(currentWave * 0.3f); scaledHP = Mathf.Min(maxEnemyHP, scaledHP); enemyHealth.SetHealth(scaledHP); enemyHealth.spawner = this; } } Vector2 GetRandomSpawnPosition() { float angle = Random.Range(0, 360) * Mathf.Deg2Rad; return (Vector2)tower.position + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * spawnRadius; } void UpdateWaveText() { if (waveText != null) { waveText.text = "Wave: " + currentWave; } } public void EnemyDefeated() { enemiesRemaining--; if (enemiesRemaining <= 0) { startWaveButton.gameObject.SetActive(true); // If wave is multiple of 5, show special upgrade choice if (currentWave % 5 == 0) { UpgradeManager upgradeManager = FindObjectOfType(); if (upgradeManager != null) { upgradeManager.ShowSpecialUpgradeChoice(); } } } } }