// Update is called once per frame void Update() { //Pause timer if the player is in battle if (CharacterInstance.Instance.GetInBattle()) { return; } RefreshRate -= Time.deltaTime; difficultyspawn = basedifficulty + GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterInventory>().getTotalResource(); if (RefreshRate <= 0f) { foreach (Waypoints p in paths) { if (p.GetPatrols() <= smallest && p.GetPatrols() <= p.GetMaxPatrols()) { smallest = p.GetPatrols(); selected = p; } } if (selected.GetPatrols() < selected.GetMaxPatrols()) { selected.GetClosetsSpawn().SpawnNormal(selected); } RefreshRate = 10.0f; smallest = 10; } }