void SpawnEntity() { _timer -= Time.deltaTime; if (_timer < 0 && _entityCountAmount <= _totalamount) { _timer = _spawnrateseconds; int rand = Random.Range(0, 4); GameObject obj = (GameObject)Instantiate(_Agent, transform.position, Quaternion.identity); Seek headingloc = obj.GetComponent <Seek>(); headingloc.SetStartLocation(transform.position); switch (rand) { case 0: { headingloc.SetColour(Color.red); Debug.Log("Red"); } break; case 1: { headingloc.SetColour(Color.blue); Debug.Log("Blue"); } break; case 2: { headingloc.SetColour(Color.green); Debug.Log("Green"); } break; case 3: { headingloc.SetColour(Color.magenta); Debug.Log("Magenta"); } break; default: Debug.Log("Fix it felix"); break; } _entityCountAmount += 1; } }