/* * Spawning enemies with the get method getHowManyEnemies(). * Using a coroutine that waits a given number of seconds, getSpawnInterval(), before executing again. * Quaternion.identity basically means just use the starting rotation, nothing being manipulated. */ private IEnumerator SpawnEntireWave(WaveControllerScript p_waveControllerScript) { for (int i = 0; i < p_waveControllerScript.getHowManyEnemies(); i++) { var local_spawnNewEnemy = Instantiate(p_waveControllerScript.GetEnemy(), p_waveControllerScript.getAllPassages()[0].transform.position, Quaternion.identity); local_spawnNewEnemy.GetComponent <EnemyPathway>().SetWaveController(p_waveControllerScript); yield return(new WaitForSeconds(p_waveControllerScript.getSpawnInterval())); } }