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();
            }
        }
    }