private IEnumerator SpawnAllEnemiesInWave(WaveConfiguration waveConfig) { for (int enemyCounter = 0; enemyCounter < waveConfig.getNumberOfEnemies(); enemyCounter++) { GameObject SpawnedEnemy = Instantiate(waveConfig.GetEnemyPrefab() as GameObject, waveConfig.GetWaypoints()[0].position, Quaternion.identity); SpawnedEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.getTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfiguration waveConfiguration) { for (int enemyCount = 0; enemyCount < waveConfiguration.GetNumberEnemies(); enemyCount++) { GameObject newEnemy = Instantiate(waveConfiguration.GetEnemyPrefab(), waveConfiguration.GetWayPoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyFollowPath>().SetWaveConfig(waveConfiguration); yield return(new WaitForSeconds(waveConfiguration.GetTimeBeetweenSpaws())); } }
private void SpawnEnemy(WaveConfiguration waveConfiguration) { List <Transform> waypoints = waveConfiguration.GetWaypoints(); GameObject enemy = Instantiate(waveConfiguration.GetEnemyPrefab(), waypoints[1].position, Quaternion.identity); EnemyPathing enemyController = enemy.GetComponent <EnemyPathing>(); enemyController.SetWaypoints(waypoints); enemyController.SetMovementSpeed(waveConfiguration.GetMovementSpeed()); }
private IEnumerator SpawnAllEnemies(WaveConfiguration waveConfig) /* coroutine * that spawns enemies in a wave configuration */ { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfiguration(waveConfig); yield return(new WaitForSeconds(waveConfig.GetSpawnTime())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfiguration waveConfiguration) { for (int enemyCount = 0; enemyCount < waveConfiguration.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfiguration.GetEnemyPrefab(), waveConfiguration.GetWaypoints()[0].transform.position, Quaternion.identity ); newEnemy.GetComponent <EnemyPathing>().SetWaveConfiguration(waveConfiguration); yield return(new WaitForSeconds(waveConfiguration.GetSpawnIntervalTime())); } }