How do I make unlimited things spawn from this ?

I have read through this and I am lost . I could edit myself in most cases but I just have no clue
I want to get rid of amount Enemies but if you cant do that can you teach me how to make it or give me ideas on how to make the var jump from 0 to 50 when it hits zero?

var spawnPoints : Transform; // Array of spawn points to be used.

var enemyPrefabs : GameObject; // Array of different Enemies that are used.

var amountEnemies = 20; // Total number of enemies to spawn.

var yieldTimeMin = 2; // Minimum amount of time before spawning enemies randomly.

var yieldTimeMax = 5; // Don’t exceed this amount of time between spawning enemies randomly.

var enemiesToSpawnAtTheSameTime : int = 5;
private var wait : boolean = false;

var disableRenderers : MeshRenderer;

function Start(){
for(var i : int = 0; i < disableRenderers.length; i++){
disableRenderers*.enabled = false;*

  • }*
    }
    function OnTriggerStay (other : Collider) {
    if (other.CompareTag (“Player”)) {

  •   Spawn();*
    
  • }*
    }
    function Spawn(){

  • if(wait) return;*

  • if(amountEnemies > 0){*

  •   wait = true;*
    
  •   yield WaitForSeconds(Random.Range(yieldTimeMin, yieldTimeMax));                                                            // How long to wait before another enemy is instantiated.*
    
  •   for(var s : int = 0; s < enemiesToSpawnAtTheSameTime; s++){*
    
  •   	var obj : GameObject = enemyPrefabs[Random.Range(0, enemyPrefabs.length)];* 
    

// Randomize the different enemies to instantiate.

  •   	var pos: Transform = spawnPoints[Random.Range(0, spawnPoints.length)];* 
    

// Randomize the spawnPoints to instantiate enemy at next.

  •   	Instantiate(obj, pos.position, pos.rotation);*
    
  •   }*
    
  •   amountEnemies --;	*
    
  •   wait = false;*
    
  • }else{*
  •   Destroy(gameObject);*
    
  • } *
    }

I’m not sure if i entirely understand your question, but if you’re asking how to keep the function spawning enemies after it hits zero, just add

else
{
yield WaitForSeconds(interval time)
amountEnemies = 50;
}

instead of destroying the game object.