export class SimCommandStartNextWave { _simLevel; _gdRoot; constructor(gdRoot, level) { this._gdRoot = gdRoot; this._simLevel = level; } execute() { const level = this._simLevel; const data = level.gdLevel; level.currentWave += 1; if (!data.waves[level.currentWave]) { level.paused = true; return; } level.nextWaveStep = level.currentStep + this._gdRoot.simulation.waveDuration * this._gdRoot.simulation.stepsPerSecond - 1; level.lastEnemySpawnStep = level.currentStep; level.enemiesLeftToSpawn = data.waves[level.currentWave].amount; } } //# sourceMappingURL=SimCommandStartNextWave.js.map