Since the initial position is already set in the Start() method of Pathfinder, it is not necessary to set it again in EnemySpawner.
Here is an optimized version:
void SpawnEnemies()
{
for (int i = 0; i < currentWave.GetEnemyCount(); i++)
{
Instantiate(currentWave.GetEnemyPrefab(i), transform);
}
}