// Spawns all the enemies at once instead of one at a time like the SpawnUntilFull() method.
    void SpawnEnemies()
    {
        // Foreach child that exists in the formation...

        foreach (Transform child in transform) {
            // Spawn an enemy as the position's child...

            GameObject enemy;

            if (child.gameObject.name != "Velocity Guide") {
                childPositionScript = child.gameObject.GetComponent<Position>();

                if (childPositionScript.GetHasOwnEnemyPrefab () == true) {
                    enemy = childPositionScript.InstantiateEnemyPrefab () as GameObject;
                } else {
                    enemy = Instantiate(enemyPrefab, child.position, Quaternion.identity) as GameObject;
                }

                // Then set the enemy parent to the Transform called 'child'...
                if (!enemy.GetComponent<ChargerBehavior>() && !enemy.GetComponent<DebrisController>()) {
                    enemy.transform.parent = child;
                    enemy.transform.position = Vector3.zero;
                }
            }
        }

        spawned = true;
    }