Step 3: Assign Enemy IDs and Position Wings

Automatic pairing can easily position a Left Wing and Right Wing instance at (0,0) from each Enemy, but we only want that if the Enemy still has that particular wing, and that's a little more complicated.

Later on, when we destroy an Enemies wing, we will set the corresponding wing ID to 0. So, we only position a wing object when the Enemies matching wing ID is greater than 0.

Also later on, we will need to know which wing belongs to which Enemy. So when the Enemy still has that wing, we will spread a unique value across that particular wingID.
By default, both LeftWingID and RightWingID are set to 1, meaning all Enemies start with both wings.

   
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