private IEnumerator SpawnAllEnemiesInWave(GC_WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNUmberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <GC_EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
// Start is called before the first frame update void Start() { waypoints = waveConfig.GetWaypoints(); transform.position = waypoints[waypointIndex].transform.position; }