private void StartRound() { Enemy prefab = DataMap.GetEnemyDatasBossPrefab().GetEnemy; if (prefab == null) { Debug.Log("Null a"); EndRound(); return; } CloseAllDoor(); List <Vector2> listposspawn = new List <Vector2>(); for (int i = 0; i < Data.AmountBoss; i++) { listposspawn.Add(Vector2.zero); } switch (Data.AmountBoss) { case 1: listposspawn[0] = Data.position; break; case 2: listposspawn[0] = Data.position + new Vector2(-Data.Size.x / 4, 0); listposspawn[1] = Data.position + new Vector2(Data.Size.x / 4, 0); break; case 3: listposspawn[0] = Data.position + new Vector2(-Data.Size.x / 4, 0); listposspawn[1] = Data.position + new Vector2(Data.Size.x / 4, 0); listposspawn[2] = Data.position + new Vector2(0, Data.Size.y / 4); break; case 4: listposspawn[2] = Data.position + new Vector2(0, Data.Size.y / 4); listposspawn[0] = Data.position + new Vector2(-Data.Size.x / 4, 0); listposspawn[1] = Data.position + new Vector2(Data.Size.x / 4, 0); listposspawn[3] = Data.position + new Vector2(0, -Data.Size.y / 4); break; } for (int i = 0; i < Data.AmountBoss; i++) { Enemy enemy = EntityManager.Instance.SpawnEnemy(prefab, listposspawn[i], transform); HasMoreEnemy(enemy); } }