While I'm pretty novice I thought I would chime in too! (ofc i'm open to feedback too!) IMO it seems you're pretty close.
Rather
Rather than making multiple scripts to hold different enemies at this early phase, I agree with DMGregory's suggestion of using 1 prefab with different inputs. After
After Instantiating the prefab enemy object I like to make a reference to the objects script in the EnemyManage object so i can call the different classes and assign values:
public GameObject EnemyPrefab; public Enemy EnemyScript; public void CreateBlueEnemy { myInstance = Instantiate(myPrefab, parentTransform); EnemyScript = myInstance.GetComponent<Enemy>(); EnemyScript.Damage = 1; }
public GameObject EnemyPrefab;
public Enemy EnemyScript;
public void CreateBlueEnemy
{
myInstance = Instantiate(myPrefab, parentTransform);
EnemyScript = myInstance.GetComponent<Enemy>();
EnemyScript.Damage = 1;
}