public virtual void SpawNextEnemy(NextEnemySpawnClass newEnemyData, List <NextEnemySpawnClass> newEnemySpawnClasses) { var count = Random.Range((int)newEnemyData.enemySpawnCountRange.x, (int)newEnemyData.enemySpawnCountRange.y); for (int i = 0; i < count; i++) { var enemyPrefab = ContentMaanger.GetEnemy(newEnemyData.enemyType); var newRotation = this.transform.eulerAngles + (Vector3.forward * Random.Range(0, 360)); var e = Instantiate(enemyPrefab, this.transform.position, Quaternion.Euler(newRotation)); e.StartAnimation(); e.SetNewEnemyClassList(newEnemyData, newEnemySpawnClasses); } }
public virtual void SetNewEnemyClassList(NextEnemySpawnClass currentEnemyClass, List <NextEnemySpawnClass> enemySpawnClasses) { spawnNewEnemyOnDestroyList = enemySpawnClasses; currEnemySpawnClass = currentEnemyClass; }