Wave Manager

Version 2.0

The Wave Manager is the main section of DaW where enemy waves are created.

1. The Waves Foldout Group
This contains the settings for all created waves; the number of waves created is showed here. There are also two buttons for this foldout group:

Add New Wave - Adds new wave to the group; only shows if there are no waves created yet.
Turn AutoStart On - Use to set the first wave to start as soon as the games starts.

2. Wave Foldout Options
This provides the name of the wave with its number and the settings for this specific wave. There are also 3 buttons for this foldout:

Start Wave - Use to start the wave from the Editor. Used for testing purposes so it only shows when in Editor Play mode.
Add Wave - Adds a new wave below the current one.
Remove Wave - Remove the wave from the Waves list.

3. Wave Status
The status of the wave is provided here. The 3 status strings shown are: 

Enabled (green) - The wave is currently in play
Idle (yellow) - The wave is currently not in play
Completed (red) - The wave has completed is run



If the Wave Foldout is closed, the Wave Status will also be displayed on it's bar.




4. Spawning Status
The enemy spawning status of the wave is provided here. Displays 'True' (green) when enemies are spawning and False (red) when enemies are not.

5. Turn Wait For Trigger ON Button
This is used to set the wave to wait for call to start. See the StartWave() class on the API Reference page for an example on how to use.

6. Wave Type
This is used to set the type of wave to use to control how enemies are spawned. There are 2 types:

Randomized - Enemies are randomly spawned from the pool
Linear - Enemies are spawned linearly down the pool list

7. Wave Mode
This is used to set the mode of the wave to use to control the win objective. There are 2 types:

Eliminate - Ends the wave when all enemies are out of play after meeting the Wave Limit.
Time - Ends the wave when all enemies are out of play after meeting the Time Limit.

8. Mode Objective Options
These object options are used to set how the wave will end. They depend on the Wave Mode chosen:

Wave Limit - Used for the Eliminate mode to set the enemy limit to kill.
Time Limit - Used for the Time mode to set the time to count down.

9. Total Enemies Spawned
Displays the total amount of enemies that have been spawned for the wave.

10. Max Enemies
This is used to set the maximum amount of enemies that should be in play at any given time.

11. Enemies In Play
Displays the total amount of enemies that are currently in play for the wave.

12. Spawn Rate
This is used to set the rate at which the enemies should spawn in seconds. For E.G. The diagram above is set to have enemies spawn every 1/10th of a second.

13. Rate Count Down
Displays the spawn rate currently counting down

14. Spawn Amount
This is used to set the amount of enemies to spawn each time to spawn rate hits 0. For E.G. The diagram above is set to have 1 enemy spawn each time.

15. Turn Go To Next Wave ON button
Turn this on to set the next wave number to call after the selected wave. This will be disabled is AutoStart is turned on.

16. The Enemies Foldout
This contains the list of enemies prefabs with their settings to spawn for the wave. Also displays the number of enemy prefab slots added to this list.

17. Max Enemies To Pool
This is used to set the total amount of enemy prefabs to pre-pool for use with the selected wave.

18. Enemy Prefab Settings Foldout
This contains the settings for the enemy prefab slot. This has 2 buttons:

Add - Adds an enemy prefab slot below the selected one.
Remove - Removes the selected enemy prefab slot.

The number of enemies cannot be added if the Max Enemies To Pool amount has been met so the DaW will throw an error when trying to add more. For E.G. Max Enemies To Pool is 2; you can add a maximum of 2 enemy prefab slots to use.



19. Enemy Object Field
This is used to add the game object to use for pre-pooling. In addition to using prefabs, scene objects can be added to this field.

20. Pool (Weights)
This is used to set the percentage of pre-pooling each enemy prefab slot has. The be more simple, the number set on the slider is the amount pre-pooled and the more pre-pooled the higher chance (percentage) of being spawned.