using UnityEngine; public class EndlessWaveManager : WaveManager { [SerializeField] private Enemy[] enemyList; [SerializeField] private Enemy[] bossList; [SerializeField] private int bossWaveInterval; [Header("Enemy Count Calculations")] [SerializeField] private float baseSpawnAmount; [SerializeField] private float exponentIncrease; protected override void SpawnWave() { //waveUI.text = $"Wave: {wave}"; int amountToSpawn = Mathf.FloorToInt(baseSpawnAmount * Mathf.Pow(wave, exponentIncrease)); for (int i = 0; i < amountToSpawn; i++) { SpawnEnemy(enemyList[Random.Range(0, enemyList.Length)]); } if (wave % bossWaveInterval == 0) { SpawnBoss(bossList[Random.Range(0, bossList.Length)]); } wave++; } public override void UpdateKills() { if (enemiesInPlay.Count == 0) { SpawnWave(); } } }