IEnumerator SpawnAllEnemiesInWave(WaveConfiguration waveConfig) { for (int i = 0; i < waveConfig.getNumberOfEnemies(); i++) { var newEnemy = Instantiate(waveConfig.getEnemyPrefab(), waveConfig.getWayPoints()[0].position, Quaternion.identity); newEnemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.getTimeBetweenSpawns())); } }
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 spawnEnemiesInWave(WaveConfiguration wave) { for (int enemyCount = 0; enemyCount < wave.getNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( wave.getEnemyPreab(), wave.getWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyMovement>().setWaveConfig(wave); yield return(new WaitForSeconds(wave.getTimeBetweenSpawns())); } }