private IEnumerator SpawnAllEnemiesInWave(WaweConfig waveConfig) { for (int x = 0; x < waveConfig.GetNumberOfEnemies(); x++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWayPoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
// Start is called before the first frame update void Start() { waypoints = waveConfig.GetWayPoints(); transform.position = waypoints[waypointIndex].transform.position; }