using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyManger : MonoBehaviour {
private static EnemyManger _instance;
public static EnemyManger Instance
{
get
{
return _instance;
}
}
void Awake()
{
_instance = this;
enemyOri=Resources.Load<GameObject>("enemy");
}
public List<GameObject> enemies;
GameObject enemyOri,enemyClone;
[SerializeField]
Transform[] positions;
void Start()
{
enemies=new List<GameObject>();
StartCoroutine (GenerateEnemy());
}
IEnumerator GenerateEnemy()
{
for (int i = 0; i< 2; i++) {
enemyClone=Instantiate(enemyOri,GeneratePos(),Quaternion.identity);
enemies.Add(enemyClone);
}
while(enemies.Count>0)
{
yield return null;
}
for (int i = 0; i< 2; i++) {
enemyClone=Instantiate(enemyOri,GeneratePos(),Quaternion.identity);
enemies.Add(enemyClone);
}
while(enemies.Count>0)
{
yield return null;
}
}
public Vector3 GeneratePos()
{
return positions[Random.Range(0,positions.Length)].position;
}
}
using System.Collections.Generic;
using UnityEngine;
public class EnemyManger : MonoBehaviour {
private static EnemyManger _instance;
public static EnemyManger Instance
{
get
{
return _instance;
}
}
void Awake()
{
_instance = this;
enemyOri=Resources.Load<GameObject>("enemy");
}
public List<GameObject> enemies;
GameObject enemyOri,enemyClone;
[SerializeField]
Transform[] positions;
void Start()
{
enemies=new List<GameObject>();
StartCoroutine (GenerateEnemy());
}
IEnumerator GenerateEnemy()
{
for (int i = 0; i< 2; i++) {
enemyClone=Instantiate(enemyOri,GeneratePos(),Quaternion.identity);
enemies.Add(enemyClone);
}
while(enemies.Count>0)
{
yield return null;
}
for (int i = 0; i< 2; i++) {
enemyClone=Instantiate(enemyOri,GeneratePos(),Quaternion.identity);
enemies.Add(enemyClone);
}
while(enemies.Count>0)
{
yield return null;
}
}
public Vector3 GeneratePos()
{
return positions[Random.Range(0,positions.Length)].position;
}
}