// Start is called before the first frame update void Start() { obstaclesWaypoints = waveConfig.GetWayPoints(); transform.position = obstaclesWaypoints[waypointIndex].transform.position; }
[SerializeField][Range(0, 1)] float playerPointsGainedRangeVolume = 0.70f; //[Range(0, 1)] to set the voloume between 0 and 100% // Start is called before the first frame update void Start() { //get the List waypoints from WaveConfig waypoints = waveConfig.GetWayPoints(); //set the start position of obstacle to the first waypoint position transform.position = waypoints[waypointElement].transform.position; }
//coroutine to spawn all obstacles in a wave //to specify which obstacles from which wave they are going to spawn private IEnumerator SpawnAllObstaclesInWave(ObstacleWave waveConfig) { //loop to spawn multiple obstacles in a wave for (int obstacleCount = 1; obstacleCount <= waveConfig.GetNumberOfObstacles(); obstacleCount++) { var obstacle = Instantiate(waveConfig.GetObstaclePrefab(), waveConfig.GetWayPoints()[0].transform.position, Quaternion.identity); obstacle.GetComponent <ObstaclePathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }