// Use this for initialization void Start() { var spawnPointCount = waveConfiguration.GetWaypoints().Count; if (!waveConfiguration.GetRandomSpawn() && spawnPointCount == 0) { bool isRandomSpawnOn = waveConfiguration.GetRandomSpawn(); isRandomSpawnOn = true; } else { spawnPoints = waveConfiguration.GetWaypoints(); } }
IEnumerator SpawnBEATz(WaveConfiguration waveConfig, GameObject BEAT, GameObject newBEAT) { if (!waveConfig.GetRandomSpawn()) { // We instantiate BEATz based on the data that the Spawn Pattern is holding. newBEAT.GetComponent <SpawnPattern>().SetWaveConfiguration(waveConfig); // Cooldown before spawning another BEAT yield return(new WaitForSeconds(waveConfig.GetBEATzPerSecond())); } else { Vector2 randomBEATPosition = new Vector2(Random.Range(-8, 8), Random.Range(-4, 4)); // Spawn BEATz in randon position Instantiate(BEAT, randomBEATPosition, Quaternion.identity); // Cooldown before spawning another BEAT yield return(new WaitForSeconds(waveConfig.GetBEATzPerSecond())); } }