public void SpawnEnemies() { for (int x = 0; x < gridSize.x; x++) { for (int y = 0; y < gridSize.y; y++) { switch (levelConfig.GetUnit(x, y)) { case "0": { if (grid[x, y] != null) { Destroy(grid[x, y].gameObject); grid[x, y] = null; } break; } case "1": { if (grid[x, y] == null) { grid[x, y] = Instantiate(warrior, new Vector3(x + transform.position.x, warrior.transform.position.y, y + transform.position.z), warrior.transform.rotation); } break; } case "2": { if (grid[x, y] == null) { grid[x, y] = Instantiate(archer, new Vector3(x + transform.position.x, archer.transform.position.y, y + transform.position.z), archer.transform.rotation); } break; } case "3": { if (grid[x, y] == null) { grid[x, y] = Instantiate(spearman, new Vector3(x + transform.position.x, spearman.transform.position.y, y + transform.position.z), spearman.transform.rotation); } break; } case "4": { if (grid[x, y] == null) { grid[x, y] = Instantiate(shielder, new Vector3(x + transform.position.x, shielder.transform.position.y, y + transform.position.z), shielder.transform.rotation); } break; } case "5": { if (grid[x, y] == null) { grid[x, y] = Instantiate(catapult, new Vector3(x + transform.position.x, catapult.transform.position.y, y + transform.position.z), catapult.transform.rotation); } break; } } } } }