}   // IEnumerator SpawnAllWaves()

    /***
    *		This coroutine spawns all enemies in a wave.	
    ***/
    private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig)
    {
        Debug.Log("Starting wave " + waveConfig.name);
        waveConfig.BuildShips();
        for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++)
        {
            Debug.Log("Spawning enemy #" + enemyCount + " for " + waveConfig.name);
            var newEnemy = waveConfig.GetEnemyShip(enemyCount);
            newEnemy.transform.position = waveConfig.GetWaypoints()[0].transform.position;
            newEnemy.GetComponent<EnemyPathing>().SetWaveConfig(waveConfig);
            level.AddEnemy();
            yield return new WaitForSeconds(waveConfig.GetTimeBetweenSpawns());
        }   // for
    }   // IEnumerator SpawnAllEnemiesInWave()