StartCoroutine(SpawnWave());

void StartParry() => isParrying = true; void EndParry() => isParrying = false;

void OnTriggerEnter(Collider other)

public float attackInterval = 2f; public GameObject attackHitbox; public Animator animator;

if (isParrying && other.CompareTag("EnemyAttack")) Debug.Log("Parry success!"); Destroy(other.gameObject); // Optional: Stun enemy, reflect projectile, add score

InvokeRepeating("PerformAttack", 1f, attackInterval);

void PerformAttack()

public GameObject[] enemyPrefabs; public Transform[] spawnPoints; public float waveInterval = 10f; private int waveNumber = 0;