void CheckEnemyState()//Is enemy idle or not
    {
        bool inFormation = false;

        for (int i = spawnedEnemies.Count - 1; i >= 0; i--)
        {
            if (spawnedEnemies[i].GetComponent <EnemyBehavior>().enemyState != EnemyBehavior.EnemyStates.IDLE)
            {
                inFormation = false;
                Invoke("CheckEnemyState", 1f);
                break;
            }
        }
        inFormation = true;

        if (inFormation) //Start all spread routines, stop checking
        {
            StartCoroutine(flyFormation.ActivateSpread());
            StartCoroutine(waspFormation.ActivateSpread());
            StartCoroutine(bossFormation.ActivateSpread());
            CancelInvoke();
        }
    }