private IEnumerator SpawnEnemies() { for (int i = 0; i < NumberOfEnemiesToSpawn; i++) { var enemy = Object.Instantiate(enemyPrafab); // Create Enemy enemy.SetActive(false); // Disable enemy to set first EnemyReferences.Add(enemy); // Set enemy's path and speed SetEnemyMovementComponent(enemy); enemy.SetActive(true); // Enable enemy to start moving yield return(new WaitForSeconds(SpawnTimeBetweenEnemies)); // Wait a little before spawn the next enemy } }
private void Start() { References = GetComponent <EnemyReferences>(); }
void Start() { References = GetComponent <EnemyReferences>(); RepeatingEvents.RegisterMethod(this, "CheckDistanceToPlayer", 10, 0); References.CurrentWeapon = References.HeldWeapons[0]; }