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Question by Trexroufish2000 · May 11, 2017 at 02:17 PM · c#unity 5ui3dtext

[HELP] To show wave number on a zombie survival game.

Hello everyone, I am creating a zombie survival game and its going well so far. Although, I am new to coding and am not sure on how to make it so each time a new wave of zombies spawn it will display a text saying the wave. I have a script which spawns zombies on each wave and I have 100 waves. Does anyone recon they could help me make it so when a new wave starts it will display the wave number. Thanks!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class WaveSpawner : MonoBehaviour {
 
     public enum SpawnState { SPAWNING, WAITING, COUNTING };
 
     [System.Serializable]
     public class Wave
     {
         public string name;
         public Transform enemy;
         public int count;
         public float rate;
     }
 
     public Wave[] waves;
     private int nextWave = 0;
 
     public Transform[] spawnPoints;
 
     public float timeBetweenWaves = 5f;
     public float waveCountdown;
 
     private float searchCountdown = 1f;
 
     private SpawnState state = SpawnState.COUNTING;
 
     void Start()
     {
         if (spawnPoints.Length == 0)
         {
             Debug.LogError("No spawn points referenced.");
         }
 
         waveCountdown = timeBetweenWaves;
     }
 
     void Update()
     {
         if (state == SpawnState.WAITING)
         {
             if (!EnemyIsAlive())
             {
                 WaveCompleted();
             }
             else
             {
                 return;
             }
         }
 
         if (waveCountdown <= 0)
         {
             if (state != SpawnState.SPAWNING)
             {
                 StartCoroutine(SpawnWave(waves[nextWave]));
             }
         }
         else
         {
             waveCountdown -= Time.deltaTime;
         }
     }
 
     void WaveCompleted()
     {
         Debug.Log("Wave Completed!");
 
         state = SpawnState.COUNTING;
         waveCountdown = timeBetweenWaves;
 
         if (nextWave + 1 > waves.Length - 1)
         {
             nextWave = 0;
             Debug.Log("All Waves Complete.");
         }
         else
         {
             nextWave++;
         }   
     }
 
     bool EnemyIsAlive()
     {
         searchCountdown -= Time.deltaTime;
         if (searchCountdown <= 0f)
         {
             searchCountdown = 1f;
             if (GameObject.FindGameObjectWithTag("Enemy") == null)
             {
                 return false;
             }
         }
 
         return true;
     }
 
     IEnumerator SpawnWave (Wave _wave)
     {
         Debug.Log("Spawning Wave: " + _wave.name);
         state = SpawnState.SPAWNING;
 
         for (int i = 0; i < _wave.count; i++)
         {
             SpawnEnemy(_wave.enemy);
             yield return new WaitForSeconds( 1f/_wave.rate );
         }
 
         state = SpawnState.WAITING;
 
         yield break;
     }
 
     void SpawnEnemy (Transform _enemy)
     {
         Debug.Log("Spawning Enemy: " + _enemy.name);
 
         Transform _sp = spawnPoints[ Random.Range (0, spawnPoints.Length) ];
         Instantiate(_enemy, _sp.position, _sp.rotation);
     }
 }
 
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