private IEnumerator SpawAllEnemiesInWave(waveConfig waveConfig) { for (int enemyIndex = 0; enemyIndex < waveConfig.GetNumberOfEnemies(); enemyIndex++) { var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetPathWayPoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <enemyPath>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
// Start is called before the first frame update void Start() { enemyWayPonits = waveConf.GetPathWayPoints(); transform.position = enemyWayPonits[wayPointIndex].transform.position; }