EnemySpawner.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemySpawner : MonoBehaviour
{
[SerializeField] List waveConfigs;
int startingWave = 0;
// Start is called before the first frame update
void Start()
{
var currentWave = waveConfigs[startingWave];
StartCoroutine(SpawnAllEnemiesInWave(currentWave));
}
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig)
{
Instantiate(
waveConfig.GetEnemyPrefab(),
waveConfig.GetWaypoints()[0].transform.position,
Quaternion.identity);
yield return new WaitForSeconds(waveConfig.GetTimeBetweenSpawns());
}
}
EnemyPathing.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyPathing : MonoBehaviour
{
[SerializeField] WaveConfig waveConfig;
List waypoints;
[SerializeField] float moveSpeed = 2f;
int waypointIndex = 0;
// Start is called before the first frame update
void Start()
{
waypoints = waveConfig.GetWaypoints();
transform.position = waypoints[waypointIndex].transform.position;
}
// Update is called once per frame
void Update()
{
Move();
}
private void Move()
{
if (waypointIndex <= waypoints.Count - 1)
{
var targetPosition = waypoints[waypointIndex].transform.position;
var movementThisFrame = moveSpeed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, targetPosition, movementThisFrame);
if (transform.position == targetPosition)
{
waypointIndex++;
}
}
else
{
Destroy(gameObject);
}
}
}
WaveConfig.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = “Enemy Wave Config”)]
public class WaveConfig : ScriptableObject
{
[SerializeField] GameObject enemyPrefab;
[SerializeField] GameObject pathPrefab;
[SerializeField] float timeBetweenSpawns = 0.05f;
[SerializeField] float spawnRandomFactor = 0.3f;
[SerializeField] int numberOfEnemies = 5;
[SerializeField] float moveSpeed = 2f;
// other methods can pull this information.
public GameObject GetEnemyPrefab() {return enemyPrefab;}
public List<Transform> GetWaypoints()
{
var waveWaypoints = new List<Transform>();
foreach (Transform child in pathPrefab.transform)
{
waveWaypoints.Add(child);
}
return waveWaypoints;
}
public float GetTimeBetweenSpawns() { return timeBetweenSpawns; }
public float GetSpawnRandomFactor() { return spawnRandomFactor; }
public int GetNumberOfEnemies() { return numberOfEnemies; }
public float GetMoveSpeed() { return moveSpeed; }
}