public override void Update(double deltaT) { // Check if the player finished the wave to start another // Should not be used after ManageActions because it need to compute the number of enemy in Game. So Game must not add new objects if (AllEnemyDestroyed() && actions.Count == 1 && pendingNewActions.Count == 0) { waveSpawnAction.ForceAction(); } base.Update(deltaT); ManageActions(deltaT); }