void Awake()
    {
        m_currentEvent = (eventList) ( 1 << (UnityEngine.Random.Range(1, Enum.GetValues(typeof(eventList)).Length)));
           m_OnEvent = false;
        eventCooldowns = new float[] { 5,10, 6 };
           // eventDurations = new float [ Enum.GetValues(typeof(eventList)).Length];

        //for (int i = 0 ; i < eventDurations.Length;i++)
           // eventDurations[i] = 3.0f;
    }
 void OnEventOver()
 {
     audio.Stop ();
     //Debug.Log ("ONEVENTOVER");
     Destroy(currentEventGO);
     m_OnEvent = false;
     timeBetweenEvents = eventCooldowns [ UnityEngine.Random.Range(0,eventCooldowns.Length) ];
     m_currentEvent = (eventList) ( 1 << (UnityEngine.Random.Range(1, Enum.GetValues(typeof(eventList)).Length)));
       // Debug.Log("Next event will be"+ m_currentEvent + " and it will start in :"+ timeBetweenEvents);
       lastSpawnTime = 0f;
 }