// Spawn the enemies in the associated wave config private IEnumerator SpawnEnemiesInWave(WaveScriptableObject waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyController>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetEnemySpawnRate())); } }
// Start is called before the first frame update void Start() { waypoints = waveConfig.GetWaypoints(); transform.position = waypoints[waypointIndex].transform.position; }