/// <summary>
    /// Responsible for spawning enemies and waits until all enemies die before ending
    /// </summary>
    /// <returns></returns>
    private IEnumerator RoundPlay()
    {
        print("Round Play | " + _currentPhase);
        var numberOfEnemies = Wave.GetEnemiesForRound(_wave);

        // Array of Enemy_Abstracts to store the spawned enemies
        Enemy_Abstract[] enemies = new Enemy_Abstract[numberOfEnemies];

        // Counter to track enemy count
        int counter = 0;

        while (counter < numberOfEnemies || !Wave.CheckEnemies(enemies))
        {
            if (counter < numberOfEnemies)
            {
                // Random int which will be used to spawn enemies at a random spawner
                int rand = UnityEngine.Random.Range(0, _spawnLocations.Length);

                // Spawn a basic enemy at a random spawner
                enemies[counter] = Spawn(_spawnLocations[rand], "BasicEnemy");

                yield return(new WaitForSecondsRealtime(Wave.SpawnWaitTime));

                counter++;

                // Continue to the next iteration of the loop
                continue;
            }

            // Need this to stop infinite loop
            yield return(new WaitForSeconds(0.1f));
        }

        _currentPhase = Phase.Wait;
        yield return(null);
    }