void Spawn() { Spread newSpread; if (bm.GetLevel() < 4) { Debug.Log("Got easy spread"); newSpread = enemySpreads.GetRandomSpread(); } else { newSpread = enemySpreads.GetRandomHardSpread(); } List <Vector2Int> newEnemyPos = newSpread.GetEnemyPositions(); List <GameObject> newEnemies = newSpread.GetEnemyRefs(); numEnemies = newEnemies.Count; Debug.Log(numEnemies); enemyList = new List <GameObject>(); for (int i = 0; i < newEnemies.Count; i++) { enemyList.Add(bm.GetTile(newEnemyPos[i].x, newEnemyPos[i].y).SpawnUnit(newEnemies[i], bm)); bm.takeGridAvailibility(newEnemyPos[i].x, newEnemyPos[i].y); } }
void Spawn() { Spread newSpread = enemySpreads.GetRandomSpread(); List <Vector2Int> newEnemyPos = newSpread.GetEnemyPositions(); List <GameObject> newEnemies = newSpread.GetEnemyRefs(); numEnemies = newEnemies.Count; Debug.Log(numEnemies); for (int i = 0; i < newEnemies.Count; i++) { bm.GetTile(newEnemyPos[i].x, newEnemyPos[i].y).SpawnUnit(newEnemies[i], bm); } }