public void RespawnEnemy(EnemyChaser enemy) { CheckNewEnemiesBorning(); if (currentWaveValue > 0) { StartCoroutine(RebornChaserEnemies(enemy)); } }
IEnumerator RebornChaserEnemies(EnemyChaser enemy) { yield return(new WaitForSeconds(currentWaveTimeToRessurection)); int spawnIndex = Random.Range(0, meleeSpawnPoints.Count); enemy.transform.position = meleeSpawnPoints[spawnIndex].transform.position; enemy.transform.rotation = meleeSpawnPoints[spawnIndex].transform.rotation; enemy.Reborn(); }