void SpawnEnemy() { GameObject enemy = GameObject.Instantiate(enemyPrefab, spawnLocation, new Quaternion(0, 0, 0, 0)); StandardEnemy enemyScript = enemy.GetComponent <StandardEnemy>(); enemyScript.SetLevel(1, enemy.GetComponent <StandardEnemy>().GetNavMeshAgent(), true); enemy.name = "IntroSceneEnemy"; enemies.Add(enemy); StartCoroutine(enemyScript.TurnOnNavMeshAgent()); DebugLog("Enemy Spawned", consoleLogs); enemySpawned = true; StartCoroutine(Story()); }
IEnumerator SpawnEnemies() { for (int i = 0; i < enemiesCount; i++) { System.Random rnd = new System.Random(); int level = 1; if ((waveNr / 2 * enemyLevelMultiply) > 1) { level = rnd.Next(1, (int)(waveNr / 2 * enemyLevelMultiply)); } //Debug.Log(spawnLocations[rnd.Next(0, spawnLocations.Count - 1)]); GameObject enemy = GameObject.Instantiate(enemyPrefab, spawnLocations[rnd.Next(0, spawnLocations.Count - 1)], new Quaternion(0, 0, 0, 0)); StandardEnemy enemyScript = enemy.GetComponent <StandardEnemy>(); enemyScript.SetLevel(level, enemy.GetComponent <StandardEnemy>().GetNavMeshAgent(), false); enemy.name = "Enemy[" + i + "]"; enemies.Add(enemy); StartCoroutine(enemyScript.TurnOnNavMeshAgent()); yield return(new WaitForSeconds(1f)); } waveInitialized = true; }