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Combat Design

Enemy spawn waves and combat pacing basics

A practical beginner guide to spawn points, timing, active enemy caps, rest windows, and readable encounter flow.

公開日: 2026-06-29#Enemy Spawns#Wave Design#Combat Design#Beginner

Quick Start

Start with a tiny working version

Good wave design is not about throwing more enemies onto the screen. It is about giving the player a readable problem to solve.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

EnemyWaveTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float waveIndex = 1f;
    [SerializeField] private float spawnInterval = 2f;
    [SerializeField] private float enemyCount = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

EnemyWaveTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "少数出現" : step == 1 ? "密度を上げる" : "休憩を挟む";
        if (statusText != null)
        {
            statusText.text = $"{label}\nwaveIndex={waveIndex:0.##}\nspawnInterval={spawnInterval:0.##}\nenemyCount={enemyCount:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

EnemyWaveTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nwaveIndex={waveIndex:0.##}\nspawnInterval={spawnInterval:0.##}\nenemyCount={enemyCount:0.##}";
        }
        Debug.Log($"敵出現ウェーブ: {label}");

Complete script

EnemyWaveTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class EnemyWaveTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float waveIndex = 1f;
    [SerializeField] private float spawnInterval = 2f;
    [SerializeField] private float enemyCount = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "少数出現" : step == 1 ? "密度を上げる" : "休憩を挟む";
        if (statusText != null)
        {
            statusText.text = $"{label}\nwaveIndex={waveIndex:0.##}\nspawnInterval={spawnInterval:0.##}\nenemyCount={enemyCount:0.##}";
        }
        Debug.Log($"敵出現ウェーブ: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

A practical beginner guide to spawn points, timing, active enemy caps, rest windows, and readable encounter flow.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.