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())); } }