Adds wave class and lots of editor code... tried to make it as convenient as possible to create a wave in a sensible fashion. We could add features to the editor for this as well if it would be useful (like snapping, done by rounding the float's to particular values... casting to int made it nice to use, but I think it would be best with adjustable snap distances), however I left it with float values as it was simpler for now. Also has an example wave prefab.
Note that wave spawns are locked to be relative to Y = 0 (not relative to the parent GameObject). This is to make alignment of of the waves in regards to the screen (also visible as a box) easy to manage.
TODO (different branch / issue): Create a mechanism for conveniently grouping waves used in each level. Starting a LevelController class, so that seems like a good place to start... Haven't quite decided the best way of organizing this, I'll make a discussion issue.
Adds wave class and lots of editor code... tried to make it as convenient as possible to create a wave in a sensible fashion. We could add features to the editor for this as well if it would be useful (like snapping, done by rounding the float's to particular values... casting to int made it nice to use, but I think it would be best with adjustable snap distances), however I left it with float values as it was simpler for now. Also has an example wave prefab.
Note that wave spawns are locked to be relative to Y = 0 (not relative to the parent GameObject). This is to make alignment of of the waves in regards to the screen (also visible as a box) easy to manage.
TODO (different branch / issue): Create a mechanism for conveniently grouping waves used in each level. Starting a LevelController class, so that seems like a good place to start... Haven't quite decided the best way of organizing this, I'll make a discussion issue.