// Use this for initialization private void Start() { if (!debugMode) { areaNum = GlobalManager.GameSettings.chosenArea - 1; stageNum = GlobalManager.GameSettings.chosenStage - 1; } defObj = this.gameObject.GetComponent <DefenseHandler>(); waveIntervalCounter = new float[settings.area[areaNum].subStage[stageNum].stageSettings.Length]; waveIntervalRandom = new float[settings.area[areaNum].subStage[stageNum].stageSettings.Length]; waveIntervalTracker = new int[settings.area[areaNum].subStage[stageNum].stageSettings.Length]; for (int j = 0; j < settings.area[areaNum].subStage[stageNum].stageSettings.Length; j++) { settings.area[areaNum].subStage[stageNum].stageSettings[j].spawnCounter = 0; } for (int i = 0; i < waveIntervalRandom.Length; i++) { waveIntervalRandom[i] = Random.Range(settings.area[areaNum].subStage[stageNum].stageSettings[i].interval.x, settings.area[areaNum].subStage[stageNum].stageSettings[i].interval.y); } }