private IEnumerator SpawnWave(int index) { var waveConfig = waves[index]; for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { var waitTime = 0f; if (i != 0) { waitTime = waveConfig.GetTimeBetweenSpawns(); } yield return(new WaitForSeconds(waitTime)); var enemy = Instantiate(waveConfig.GetEnemyPrefab(), levelPath.GetWaypointAt(0).point, Quaternion.identity); enemy.GetComponent <Enemy>().SetCurrentWaypoint(levelPath.GetWaypointAt(0)); enemy.GetComponent <Enemy>().SetMoveSpeed(waveConfig.GetMoveSpeed()); } }
public Waypoint GetNextWaypoint() { return(levelPath.GetWaypointAt(index + 1)); }