//Spawns next Enemy if available private void NextSpawn() { //As long as wave is not finished if (!waveController.AreAllEnemiesOfCurrentWaveSpawned()) { float spawnDelay = waveController.CurrentSpawnDelay; EnemySpawn(waveController.NextEnemy()); aliveEnemies += 1; Invoke("NextSpawn", UnityEngine.Random.Range(0.8f * spawnDelay, 1.2f * spawnDelay)); } }