void OnTriggerStay(Collider other){
GameObject it = other.gameObject;
switch(it.tag) {
case "Player":
if (it.GetComponent<improved_movement> () != null) {
it.GetComponent<improved_movement> ().outsideFactor+=waveFactor;
}
break;
case "Enemy":
if (it.GetComponent<BasicEnemy> () != null) {
it.GetComponent<BasicEnemy> ().outsideFactor+=waveFactor;
}
break;
case "CameraTarget":
break;
}
}