// Update is called once per frame void Update() { //if wave is on if (controller.CanSpawn() && activeWave) { currentSpawnrate += Time.deltaTime * 1; if (currentSpawnrate >= controller.defaultEnemySpawnRate) { if (Physics.OverlapBox(transform.position, transform.localScale, Quaternion.identity, 0, QueryTriggerInteraction.Ignore).Length == 0) { Instantiate(spawnedEnemy, new Vector3(transform.position.x, transform.position.y, transform.position.z), Quaternion.identity); currentSpawnrate = 0; } } } }