// Start is called before the first frame update
    void Start()
    {
        // Get the list from ObstacleWave
        Waypoints = obstacleWave.GetWaypoints();

        transform.position = Waypoints[waypointIndex].transform.position;
    }
    private IEnumerator SpawnAllEnemiesInWave(ObstacleWave waveToSpawn)
    {
        for (int enemyCount = 1; enemyCount <= waveToSpawn.GetNumberOfEnemies(); enemyCount++)
        {
            var newEnemy = Instantiate(
                waveToSpawn.GetEnemyPrefab(),
                waveToSpawn.GetWaypoints()[0].transform.position,
                Quaternion.identity);

            newEnemy.GetComponent <EnemyPathing>().SetObstacleWave(waveToSpawn);

            yield return(new WaitForSeconds(waveToSpawn.GetTimeBetweenSpawns()));
        }
    }