Implementing waypoints – the first/static way
Now that we have all the waypoint coordinates, we can implement them. In this section, we will explore the first way to implement them. The main advantage of this method is the simplicity of the implementation and the possibility to learn more about static variables and iterating over waypoints.
Implementing waypoints in the Game Manager
In this first implementation of waypoints, they won't be separate entities in the game, but rather a collection of positions in a specific order. All the enemies will consult this list, and based on which waypoint they are currently at, take the next one in the list.
Of course, this method has some limitations such as we won't be able to implement custom features in the waypoints, as we will see in Chapter 8, What Is beyond the Cake?. However, it is simpler to implement, and it gives us the opportunity to explore how to use static variables.
First of all, we need to create another script, and call it GameManagerScript...