private void OnEnable()
    {
        Enemy_Time = Time.time;
        Debug.Log("Starting");
        particle = GameObject.Find("Boss_Particle").GetComponent <ParticleSystem>();
        Debug.Log(particle);
        int phase = Random.Range(0, System.Enum.GetValues(typeof(Boss_Phases)).Length);

        spawn = new Spawns();
        tiles = GameObject.Find("Platforms");
        Debug.Log("Huh");
        tiles.SetActive(false);
        spawn.AddSpawn(GameObject.Find("Spawn1").GetComponent <SpriteRenderer>());
        spawn.AddSpawn(GameObject.Find("Spawn2").GetComponent <SpriteRenderer>());
        spawn.AddSpawn(GameObject.Find("Spawn3").GetComponent <SpriteRenderer>());
        spawn.AddSpawn(GameObject.Find("Spawn4").GetComponent <SpriteRenderer>());
        spawn.AddSpawn(GameObject.Find("Spawn5").GetComponent <SpriteRenderer>());
        abilitys    = new TextMeshPro[3];
        abilitys[0] = GameObject.Find("Lavas").GetComponent <TextMeshPro>();
        abilitys[1] = GameObject.Find("Spawn").GetComponent <TextMeshPro>();
        abilitys[2] = GameObject.Find("Projectiles").GetComponent <TextMeshPro>();

        switch (phase)
        {
        case 0:
            phases = Boss_Phases.Spawn;
            break;

        case 1:
            phases = Boss_Phases.Lava;
            break;

        case 2:
            phases = Boss_Phases.Projectiles;
            break;
        }
        DoAbility(phases);
    }