The current implementation is really good.
I do have some points that i want to point out however, That i have questions about.
I indeed asked for the boolean Imidiate Start, for the first demo. But this is ofcourse not needed anymore when the manual wave system is altered to also call an event when no enemies spawned. In other words. It will just spawn on a given event that is being emitted by the manual wave. (Which means it never starts on load anymore. But only when that event is called. This is just done by the manual wave)
So now that we have it in the demo, we can use it, but it can be removed for demo 2 again (Note that this goes for all 3 types of spawner i think)
Red bits. I dont think we need the Max Waves variable, I am a bit unsure what it does. Since currently it looks like this variable can just be replaced with Waves.Count. Currently for the designers it is only extra configuration, and also leaves room for bugs if they forget to set it. Waves.Count, would solve both problems.
Yellow bits. Can you explain what the purpose of CurrentWave and WavesDone variable is?
If i think about it, i think that CurrentWave is the index in the list of the current wave. And the wavesDone is the counter of how many waves have been completed. But those are the exact same number?
Since if the index is 2 of the current wave, then that also means 2 waves are done? So why both variables?
If this is not the case i would like to know :), Otherwise i would remove e.g. WavesDone and keep CurrentWave
Can you hide all the inspector bits that are not relevant to the designers. Or if you want to have them visible, then add a header saying "Debug" and add them under that (just like the Debug header of the player)
e.g. CurrentWave can be really handy for the devs and designers to debug. But without the Debug header it suggests that you should change it. But if we put it under the debug header, it also shows the designers that it is purely for looking looking no touching :P
Its a good idea like you said to split up the wave spawn are script and the enemy Wave manager.
But the WaveSpawn area now has a lot of fields that so far i know are not used anymore because they where part of the old script. Can you remove them if thats the case. Also, center? is that for all area's or per area?
The current implementation is really good. I do have some points that i want to point out however, That i have questions about.
I indeed asked for the boolean
Imidiate Start
, for the first demo. But this is ofcourse not needed anymore when the manual wave system is altered to also call an event when no enemies spawned. In other words. It will just spawn on a given event that is being emitted by the manual wave. (Which means it never starts on load anymore. But only when that event is called. This is just done by the manual wave) So now that we have it in the demo, we can use it, but it can be removed for demo 2 again (Note that this goes for all 3 types of spawner i think)Red bits. I dont think we need the
Max Waves
variable, I am a bit unsure what it does. Since currently it looks like this variable can just be replaced withWaves.Count
. Currently for the designers it is only extra configuration, and also leaves room for bugs if they forget to set it.Waves.Count
, would solve both problems.Yellow bits. Can you explain what the purpose of
CurrentWave
andWavesDone
variable is? If i think about it, i think that CurrentWave is the index in the list of the current wave. And the wavesDone is the counter of how many waves have been completed. But those are the exact same number? Since if the index is 2 of the current wave, then that also means 2 waves are done? So why both variables? If this is not the case i would like to know :), Otherwise i would remove e.g.WavesDone
and keepCurrentWave
Can you hide all the inspector bits that are not relevant to the designers. Or if you want to have them visible, then add a header saying "Debug" and add them under that (just like the Debug header of the player) e.g. CurrentWave can be really handy for the devs and designers to debug. But without the Debug header it suggests that you should change it. But if we put it under the debug header, it also shows the designers that it is purely for looking looking no touching :P
Its a good idea like you said to split up the wave spawn are script and the enemy Wave manager. But the WaveSpawn area now has a lot of fields that so far i know are not used anymore because they where part of the old script. Can you remove them if thats the case. Also, center? is that for all area's or per area?