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Question by beemotime · Dec 09, 2021 at 09:11 AM · coroutinespawnerwaves

How to show a "warning" effect before enemy spawns in a 2D shooter?

Hello! I am making a 2D top down shooter and I want there to be a particle effect warning that shows in the place an enemy will spawn before it spawns. I am using a wave spawner system and I cannot figure out how to do this. Here's my Wave Spawner script. I'm not using a coroutine as I can't figure out how to make what I have into a functioning coroutine (but if you know how then pls let me know!)

 public class Wave
 {
 
     public string waveName;
     public int noOfEnemies;
     public GameObject[] typeOfEnemies;
     public float spawnInterval;
 }
     
 
 public class RandomSpawner : MonoBehaviour
 {
 
     public Wave[] waves;
     public Transform[] spawnPoints;
 
 
     private Wave currentWave;
     private int currentWaveNumber;
     private float nextSpawnTime;
 
     private bool canSpawn = true;
 
 
 
     private void Update()
     {
         currentWave = waves[currentWaveNumber];
         SpawnWave();
 
 
 
         GameObject[] totalEnemies = GameObject.FindGameObjectsWithTag("Enemy");
         if(totalEnemies.Length == 0 && !canSpawn && currentWaveNumber+1 !=waves.Length)
         {
 
             currentWaveNumber++;
             canSpawn = true;
 
 
         }

     }
 
     void SpawnWave()
     {
 
         if(canSpawn && nextSpawnTime < Time.time)
         {
             GameObject randomEnemy = currentWave.typeOfEnemies[Random.Range(0, currentWave.typeOfEnemies.Length)];

             Transform randomPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
 

             Instantiate(randomEnemy, randomPoint.position, Quaternion.identity);
             currentWave.noOfEnemies--;
             nextSpawnTime = Time.time + currentWave.spawnInterval;
 
             if(currentWave.noOfEnemies ==0)
             {
                 canSpawn = false;
             }
 
         }
 
 
     }
 

 }
 
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