public static void StartNewWave()
    {
        CurrentWave++;

        if (CurrentTerminalCount < MaxTerminalCount)
        {
            CurrentTerminalCount++;
        }

        Player.BaseSprite.WorldLocation = PlayerStartLoc;
        Camera.Position = Vector2.Zero;
        WeaponManager.CurrentWeaponType = WeaponManager.WeaponType.Normal;
        WeaponManager.Shots.Clear();
        WeaponManager.PowerUps.Clear();
        EffectsManager.Effects.Clear();
        EnemyManager.Enemies.Clear();
        TileMap.GenerateRandomMap();
        GoalManager.GenerateComputers(CurrentTerminalCount);
    }