private void FixedUpdate()
 {
     if (timeInterval > 0)
     {
         timeInterval -= Time.deltaTime;
     }
     else
     {
         if (currentEnemyNo < enemycount)
         {
             SpawnEnemy();
             timeInterval = my_Wave.GetEnemies()[currentEnemyNo].GetTimeDelay();
             currentEnemyNo++;
         }
     }
 }
 public void SetWave(WaveData w, EnemySpawner s)
 {
     my_Spawner = s;
     my_Wave    = w;
     enemycount = w.GetEnemies().Length;
 }