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Question by MomoThePopo · Dec 30, 2017 at 11:12 AM · buttonfor-loopforeachforwaves

my wave spawner not working properly

Hi Ive been working on this 2D plants vs zombies style game and I've tried to design a wave spawner for it. there is an array of waves that you can customize each one of, and you can also customize each praticular enemy spawn of each wave by a SpawnBlueprint that i made for it, that only contains the prefab to spawn and time after spawning it. there is also a wave blueprint that contains an array of SpawnBlueprints and time After spawning the wave. each enemySpawner is attached to a lane in my game, so you're able to spawn the wave on different lanes. There is the enemySpawner code, I'll be glad for some suggestions.

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class EnemySpawner : MonoBehaviour {

 public WaveBlueprint[] waves;

 void Start(){
     SpawnWaves ();
 }
     

 IEnumerator SpawnWaves(){
     for (int i = 0; i < waves.Length; i++) {
         foreach (SpawnBlueprint blueprint in waves[i].spawns) {
             SpawnEnemy (blueprint);
             //Time after spawning 1 enemy.
             yield return new WaitForSeconds (blueprint.timeBetweenSpawns);
         }
         //Time after spawning 1 wave.
         yield return new WaitForSeconds (waves [i].timeAfterWave);
     }
 }

 void SpawnEnemy(SpawnBlueprint blueprint){
     Instantiate (blueprint.prefab, transform.position, Quaternion.identity);
 }

}

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Answer by MomoThePopo · Dec 30, 2017 at 11:22 AM

Ive solved it! just a dumb mistake of calling the SpawnWaves methos, i should have called it like this: StartCoroutine(SpawnWaves());

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