void Update() { if (state == SpawnState.WAITING) { if (!EnemyIsAlive()) { WaveCompleted(); WaveNotifier.IncrementWave(); upgradeMenu.EnableUpgradeButton(); fade.FadeIn(); } else { // If there are enemies alive, no need to run the rest of the Update() code return; } } if (waveCountDown <= 0) { if (state != SpawnState.SPAWNING) { if (!testSpawns) { StartCoroutine(SpawnWave(waves[nextWaveIndex])); } } } else { waveCountDown -= Time.deltaTime; } }