void InitElements()
 {
     InitWayPoints();
     InitSpawnPointList();
     AddTempMeshColliders();
     playerCamera          = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>();
     currentMonsterToSpawn = new MonsterSpawnMode();
     nextSpawn             = 0f;
 }
 void DecideCurrentMonsterSpawnMode()
 { // Taking the desired ratio of monster types set by the devs into account
     if (floaterToWalkerRatio > desiredFloaterToWalkerRatio)
     {
         currentMonsterToSpawn = MonsterSpawnMode.WALKER;
     }
     else
     {
         currentMonsterToSpawn = MonsterSpawnMode.FLOATER;
     }
 }