private IEnumerator NextEnemy(float pouseTime) { while (enemyCount > 0) { int enemyIndex = chanceList[Random.Range(0, chanceList.Count)]; GameObject tempEnemy = Instantiate(enemyPrefabs[enemyIndex], startPoints[startPointIndex], Quaternion.identity); Path.Way tempWay = path.GetWay(startPointIndex); tempEnemy.GetComponent <Enemy>().SetWave(waveCount); tempEnemy.GetComponent <Enemy>().SetWay(tempWay); tempEnemy.GetComponent <Enemy>().SetSpawner(this); tempEnemy.transform.forward = (tempWay.wayPoints[1].position - tempWay.wayPoints[0].position).normalized; tempEnemy.transform.parent = enemyParent.transform; livedEnemy.Add(tempEnemy); startPointIndex++; if (startPointIndex >= startPoints.Count) { startPointIndex = 0; } enemyCount--; yield return(new WaitForSeconds(pouseTime)); } }
public void SetWay(Path.Way way) { this.way = way; wayGeted = true; }