// Start is called before the first frame update void Start() { // To update enemy path. waypointsList = waveConfig.GetWayPointLists(); // Set the starting position of the enemy ship to the 1st waypoint transform.position = waypointsList[waypointIndex].transform.position; }
// waveToSpawn is a variable name to identify that specigic WavConfig private IEnumerator SpawnAllEnemiesInWave(WavConvig waveToSpawn) { for (int enemyCount = 1; enemyCount <= waveToSpawn.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveToSpawn.GetEnemyPrefab(), waveToSpawn.GetWayPointLists()[0].transform.position, Quaternion.identity) as GameObject; // setting the wave as a component to the enemy newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveToSpawn); yield return(new WaitForSeconds(waveToSpawn.GetTimeBetweenSpawns())); } //spawn the enemy prefeb from waveToSpawn //at the position of 1st waypoint in Path. }