// 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);
        }
    }