private IEnumerator SpawnallEnemiesInWave(WaveConfig waveConfig) { // wait period for the wave to start so they arent all stacked on top of eachother // float timeUntilWave = waveConfig.GetTimeUntilSpawn(); // yield return new WaitForSeconds(timeUntilWave); for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { int enemySelection = GetRandomNumber(); GameObject newEnemy; // need add a random number creator for one or two and thewn if statement for the instantiation of either the red or green depending on one or two if (enemySelection == 0) { newEnemy = Instantiate(waveConfig.GetBlueEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyAttributes>().SetWaveConfig(waveConfig); } else if (enemySelection == 1) { newEnemy = Instantiate(waveConfig.GetRedEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyAttributes>().SetWaveConfig(waveConfig); } yield return(new WaitForSeconds(waveConfig.GetSpawnRandomFactor())); } }