private IEnumerator SpawnAllEnemiesInWave(WavConfig waveToSpawn) { for (int Obstcount = 1; Obstcount <= waveToSpawn.GetNumberOfObstacles(); Obstcount++) { var newObstacle = Instantiate( waveToSpawn.GetObstaclePrefeb(), waveToSpawn.GetWayPoints()[0].transform.position, Quaternion.identity) as GameObject; newObstacle.GetComponent <ObstaclePathing>().settingWaveConfig(waveToSpawn); yield return(new WaitForSeconds(waveToSpawn.GetTimeBetweenSpawns())); } }
// Start is called before the first frame update void Start() { Waypoint1 = waveConfig.GetWayPoints(); transform.position = Waypoint1[waypointIndex].transform.position; }