Spawning Enemy spawns more then MaximumEnemy?

o, SO i set up this simple enemy spawner and when you kill one it spawns another awesome, however I end up with 20 Medium enemies rather then a maximum of 5…
any Idea’s on why its going over the limit?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SpawnEnemy : Photon.MonoBehaviour {


	public float maximumEnemy = 20;
	public float maximumEnemyMedium = 5;
	private GameObject SpawnLocation;

	public GameObject[] Enemies;
	public int index;

	public GameObject[] Enemies2;
	public int index2;

	// Use this for initialization
	void Start () {
		SpawnLocation = this.gameObject;
	}
	
	// Update is called once per frame
	void Update () {
		if (PhotonNetwork.isMasterClient == true) {

			Enemies = GameObject.FindGameObjectsWithTag ("EnemySmall");
			index = Enemies.Length;

			Enemies2 = GameObject.FindGameObjectsWithTag ("EnemyMedium");
			index2 = Enemies2.Length;

			if (index > maximumEnemy) 
				return;
			
				GameObject Clone = PhotonNetwork.Instantiate ("Enemy", SpawnLocation.transform.position, SpawnLocation.transform.rotation, 0);

			if (index2 > maximumEnemyMedium)
				return;
				GameObject Clone2 = PhotonNetwork.Instantiate ("EnemyMedium", SpawnLocation.transform.position, SpawnLocation.transform.rotation, 0);
			
			
		}
	}


	//-----------------------------------------------------------------------------------------------------------


}

if (index > maximumEnemy)
return;
else// <------ would add “else” here I think and all such parts of the script.
GameObject Clone = PhotonNetwork.Instantiate (“Enemy”, SpawnLocation.transform.position, SpawnLocation.transform.rotation, 0);

not sure if that will help keep it clean… but you might also check to make sure your medium enemy prefabs are actually the one you wanted to drag into the correct slots in the inspector…you could try steppng through the code with monos attachment feature.