private void UpdateNextWaveContent() { int [] amounts = EnemyHandler.enemyHandler.CalculateSpawnAmount(EnemyHandler.WaveCount + 1, EnemyHandler.GetSpawnAmount(EnemyHandler.WaveCount + 1)); foreach (Transform child in nextWaveParent) { Destroy(child.gameObject); } for (int i = 0; i < amounts.Length; i++) { if (amounts [i] != 0) { GameObject newEntry = Instantiate(enemyEntryPrefab, nextWaveParent); WaveEnemyEntry entry = newEntry.GetComponent <WaveEnemyEntry> (); entry.enemyObject = EnemyHandler.enemyHandler.enemies [i].enemy; entry.count = amounts [i]; entry.UpdateGUI(); // Reverse order so that easier enemies are at the top. newEntry.transform.SetAsFirstSibling(); } } }