I’m very new to both Unity and Component based design and trying to port an existing game.
It’s not a tower defense, but for the sake of brevity the enemies come in time offset waves and the individual enemies within the wave are also time offset.
In the current implementation there’s a GameSession which controls the play state and like with Unity has an update loop that propagates the passing of time through it’s children (the waves > enemies).
The enemies aren’t rendered and don’t begin moving etc until their relative time offset arrives.
How can I handle this kind of scenario with a component based approach?