IEnumerator waveroute(waveconfig waver) { for (int i = 0; i < waver.Getenemynumber(); i++) { var newenemy = Instantiate(waver.Getenemy(), waver.Getwave()[0].transform.position, Quaternion.identity); newenemy.GetComponent <wave>().Setwavepath(waver); yield return(new WaitForSeconds(waver.Gettimebspawns())); } }
IEnumerator startlooping() { for (int i = 0; i < waves.Count; i++) { waveconfig waver = waves[startingwave]; yield return(StartCoroutine(waveroute(waver))); startingwave++; } }
// Start is called before the first frame update void Start() { waveconfig = FindObjectOfType <waveconfig>(); StartCoroutine(enemyfire()); }
public void Setwavepath(waveconfig waveconfig) { waved = waveconfig; }