//courintines //say which wave we need to spawn obstacles from private IEnumerator SpawnAllObstaclesInWave(WaveConfigObstc waveToSpawn) { // to start get the number of obstacles,to come after each other in wave for (int obstacleCount = 1; obstacleCount <= waveToSpawn.GetNumberOfObstacles(); obstacleCount++) { //spawn obstacle from waveConfigObstc to pos by the waypoint of the wave //create prefab whic from wave config add pos of 1 waypoint of the wave spawn var newObstacle = Instantiate( waveToSpawn.GetObstaclePrefab(), waveToSpawn.GetWaypoints()[0].transform.position, Quaternion.identity); //wave selcted and the obstcale that it has newObstacle.GetComponent <EnemyPathing>().SetWaveConfig(waveToSpawn); //wait between each spawns of obstacles yield return(new WaitForSeconds(waveToSpawn.GetTimeBetweenSpawns())); } }
// do the waveconfig to set public void SetWaveConfig(WaveConfigObstc waveConSet) { waveConfig = waveConSet; }