Why doesen't the function get called the second itme?

So I am trying to spawn some GameObjects in game based on the current player position, essentially trying to make an infinite runner type of game…I made a function SpawnPylon() so I can spawn the pylons with it but for some reason the function get’s called only once per frame, It does not get called the second time with a different parameter.
Why does the second call of the function not work?

This is my code:

    public class CameraScript : MonoBehaviour {
public float cameraSpeed = 1;
public float horizontalSpeed;
private int spawnIndex;
public float spawnNormPylonDis;
public float spawnCoinPylonDis;
private int currPosition ;
public GameObject[] pilons;
public GameObject spawnMainPoint;
public Transform[] spawnPoints;
public Transform[] coinsSpawnPoint;
public float enamySpeed;
private int currentPoint;
public Transform[] pointPosition;

// Use this for initialization
void Start () {
	//This spawns the Pilons.
	spawnMainPoint.transform.position = pointPosition [0].position;
	currPosition = (int) transform.position.z;

}
// Update is called once per frame
void FixedUpdate () {

	spawnMainPoint.transform.position = Vector3.MoveTowards (spawnMainPoint.transform.position, pointPosition[currentPoint].position, Time.deltaTime * horizontalSpeed);

	SpawnPylon (pilons[1],spawnPoints,spawnNormPylonDis,"Check function");
	SpawnPylon (pilons [0], spawnPoints, spawnCoinPylonDis,"Check the second function");

	GetComponent<Rigidbody> ().velocity = transform.forward * cameraSpeed;

	//the next if statements make the Pilons spawn randomly and corectly.
	if (spawnMainPoint.transform.position == pointPosition [currentPoint].position) {
		currentPoint++;
	}
	if (currentPoint == pointPosition.Length) {
		currentPoint = 0;
	}

}
/*This function spanws the a GameObject randomly at a GameObject's position and it takes 2 arguments :
Argument 1: type GameObject 
         2: type Transform[]*/
void SpawnPylon (GameObject whatSpawn,Transform[] whereSpawn,float spawnDistance,string plm)
{		
	bool hasSpawnedPylon = false;

	if (currPosition != (int)transform.position.z)
	{
		if ((int)transform.position.z % spawnDistance == 0) 
		{
			Debug.Log (plm);
			if (!hasSpawnedPylon) 
			{
				//this makes the GameObject spawn randomly
				spawnIndex = Random.Range (0, spawnPoints.Length);
				//This is instantiationg the GameObject
				Instantiate (whatSpawn, whereSpawn [spawnIndex].position, whereSpawn [spawnIndex].rotation);
				//this makes shore that the GameObject is not spawned multiple times at aproximetley the same position.
				currPosition = (int)transform.position.z;
			}
		}
	}
	else
	{
		hasSpawnedPylon = false;
	}			
}

}

Here I have a picture with the script in the inspector:

And here is the console, trying to figure it out by using Debug.Log () for the calls of the function.

Once you successfully spawn one pylon, you set your currPosition variable to be the transforms Z position, so your if condition

if (currPosition != (int)transform.position.z)

Will prevent you from spawning another until the gameObject with your “CameraScript” component moves along the Z axis by some amount.