void OnEnemyDeath(Transform enemyTransform) { enemiesAlive--; if (enemiesAlive <= 0) { GoToNextRoom(); roomCleared = true; //DROPS MoneyDrop currentMoneyDrop = Instantiate(moneyDrop, enemyTransform.position + Vector3.up * 2, Quaternion.identity) as MoneyDrop; currentMoneyDrop.SetAmount(UnityEngine.Random.Range(enemiesSpawned * 2, enemiesSpawned * 4)); currentMoneyDrop.InitialForce(); currentDrops.Add(currentMoneyDrop); //CHANGE TO VARIABLE SPAWN PERCENT if (UnityEngine.Random.Range(0f, 1f) < 0.2f) { Drop drop = GetRandomDrop(); Drop currentDrop = Instantiate(drop, enemyTransform.position + Vector3.up * 2, Quaternion.identity) as Drop; currentDrop.InitialForce(); currentDrops.Add(currentDrop); } } }