private IEnumerator SpawnAllEnemiesInWave(JH_WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <JH_EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
void Start() { waypoints = waveConfig.GetWaypoints(); transform.position = waypoints[waypointIndex].transform.position; }