IEnumerator NewWave() { //После задержки waveSpawnTime берёт из пула и расставляет большие астероиды yield return(new WaitForSeconds(waveSpawnTime)); for (int i = 0; i < currentAsteroidsCountAtWave; i++) { GameObject newAsteroid = objectsPool.GetPooledObject(ObjectsPool.PoolType.bigAsteroid); float screenRatio = (float)Screen.width / Screen.height; Vector3 direction = new Vector3(Random.Range(-mainCamera.orthographicSize, mainCamera.orthographicSize) * screenRatio, 0, Random.Range(-mainCamera.orthographicSize, mainCamera.orthographicSize)); newAsteroid.transform.LookAt(direction); newAsteroid.GetComponent <Asteroid>().Activate(GetAsteroidSpawnPosition(), this, Random.Range(minAsteroidSpeed, maxAsteroidSpeed)); } //Расширение пула астероидов currentAsteroidsCountAtWave += increaseAsteroidsCount; objectsPool.PoolsExtension(); }