Spawn system with wave management for enemies
Updated 6mo ago2 look-ups
Reference
Pattern: Variables CurrentWave(int)=0, EnemiesAlive(int)=0, EnemiesPerWave(Array<int>). StartWave: CurrentWave++ → SET EnemiesAlive=EnemiesPerWave[CurrentWave]. Timer looping: Branch(SpawnedThisWave < EnemiesPerWave[CurrentWave]) → SpawnActor(EnemyClass, RandomSpawnPoint) → SpawnedThisWave++. OnEnemyDeath: EnemiesAlive-- → Branch(EnemiesAlive <= 0) → StartNextWave or Victory.