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Question by $$anonymous$$ · Mar 12, 2018 at 07:02 PM · scripting problemstrange

C# Script skipping a critical part of the script without no reason. Help!

Here's my script: public class WaveScript: MonoBehaviour {

 private bool NextWaveStarted;
 private int EnemiesKilled;
 private int MaxEnemiesKilled;
 private GameObject GUIController;
 public GameObject[] WaveSpawnPoints;
 public GameObject[] EnemyTypes;
 public int MaxEnemies;
 private int SpawnPoint;
 // Use this for initialization
 void Start () {
     GUIController = GameObject.Find("GUIController");
     NextWaveStarted = false;
     MaxEnemiesKilled = 1;
     MaxEnemies = 1;
     SpawnPoint = 0;
 }
 
 // Update is called once per frame
 void Update () {
     if (GameObject.Find("Block") == null & GUIController.GetComponent<GUIScript>().Wave == 1 & NextWaveStarted == false|| GameObject.Find("Block(Clone)") == null & GUIController.GetComponent<GUIScript>().Wave != 1 & NextWaveStarted == false)
     {
         NextWaveStarted = true;
         GUIController.GetComponent<GUIScript>().NextWave();
         MaxEnemies = MaxEnemies + 2;
         StartCoroutine("SpawnEnemies",GUIController.GetComponent<GUIScript>().Wave);
     }
 }

 IEnumerator SpawnEnemies(int CurrentWave)
 {
     for (int i = 0; i == MaxEnemies; i++) //Skips this part.
     {
         yield return new WaitForSeconds(1f);
         int SpawnPoint = Random.Range(0, 4);
         Debug.Log(i); //Doesn't log anything to the console.
         Instantiate(EnemyTypes[0], WaveSpawnPoints[SpawnPoint].transform.position, Quaternion.identity);
     }
     NextWaveStarted = false;
     Debug.Log("..."); //I put this here to test that it skips it.
 }

}

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avatar image $$anonymous$$ · Mar 12, 2018 at 07:15 PM 0
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Ok, I just fixed the script by using while() but now there is another problem. When the enemies spawn they just don't spawn to the spawnpoints but they spawn at like | 400 x | 400 y | 0 z | While the spawnpoint positions are like | 30 x | 40 y| 0 z |

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