// For spawning all enemies in current wave private IEnumerator SpawnAllEnemies(WaveConfigurations waveConfig) { // i corresponds to enemy count for (int i = 0; i < waveConfig.GetQuantityOfEnemies(); i++) { // Creating enemies and spawning after specified delay GameObject newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetPeriodBetweenSpawning())); } }
// Start is called before the first frame update void Start() { // Get the relevant waypoints from Wave Config wayPoints = waveConfigurations.GetWaypoints(); transform.position = wayPoints[wayPointIndex].position; }