private IEnumerator SpawnAllEnemiesInWave(WaveConfigSO _waveConfigSO) { for (int _spawned = 0; _spawned < _waveConfigSO.GetEnemyCount(); _spawned++) { var newEnemy = Instantiate (_waveConfigSO.GetEnemyPrefab(), _waveConfigSO.GetWayPoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveCofig(_waveConfigSO); yield return(new WaitForSeconds(_waveConfigSO.GetSpawnPeriod())); } }
private void Start() { _waypoints = _waveConfigSO.GetWayPoints(); transform.position = _waypoints[_waypointIndex].transform.position; }