private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig)
    {
        for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++)
        {
            //spawns in the enemies
            var newEnemy = Instantiate(
                waveConfig.GetEnemyPfrefab(),
                waveConfig.GetWaypoints()[0].transform.position,
                Quaternion.identity);

            newEnemy.GetComponent <EnemyPathing>().setWaveConfig(waveConfig);
            yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns()));
        }
    }