// Update is called once per frame
    void Update()
    {
        //Check to see if level Ended (main base blown up)
        GameObject Building  = GameObject.FindWithTag("MainBuilding");
        GameObject Building2 = GameObject.FindWithTag("MainBuilding2");

        if (Building == null || Building2 == null)
        {
            if (TowerUpgrader.GetLevel() == 5 || Building == null)
            {
                //Start the countdown to reload
                StartCoroutine(Wait());

                //Possible reload display message.

                //If we want to destory enemies when level ends

                /*	GameObject[] enemiesDestory = GameObject.FindGameObjectsWithTag("Enemy");
                 *
                 * for (int i = 0; i < enemiesDestory.Length; i++) {
                 * Destroy (enemiesDestory [i]);
                 * }
                 *
                 */
                //Blow up buildings when level ends



                GameObject[] buildingsDestory = GameObject.FindGameObjectsWithTag("Building");
                for (int i = 0; i < buildingsDestory.Length; i++)
                {
                    GameObject temp = buildingsDestory [i];

                    BuildingHealth sn = temp.gameObject.GetComponent <BuildingHealth> ();

                    if (sn != null)
                    {
                        sn.goDestroy();
                    }

                    //Destroy (buildingsDestory [i]);
                }
            }
        }



        GameObject[] enemies     = GameObject.FindGameObjectsWithTag("Enemy");
        int          enemiesLeft = enemies.Length;

        if (enemiesLeft == 0)
        {         //print ("Triggered");
            if (waveCount <= 0 && gameController != null)
            {
                FadeIn.ChangeToWin(1);
                FadeIn.BeginFade(1);

                //FadeIn.ChangeToWin (0);

                if (SceneManager.GetActiveScene().name == "level1")
                {
                    gameController.SetScore(ScoreManager.score);
                    gameController.SetCash(EnergyManager.energy);
                    TowerUpgrader.SetLevel(2);
                    StartCoroutine(Wait2());
                    //SceneManager.LoadScene("Upgrades");
                }
                else if (SceneManager.GetActiveScene().name == "level2")
                {
                    gameController.SetScore(ScoreManager.score);
                    gameController.SetCash(EnergyManager.energy);
                    TowerUpgrader.SetLevel(3);
                    StartCoroutine(Wait2());

                    //SceneManager.LoadScene("Upgrades");
                }
                else if (SceneManager.GetActiveScene().name == "level3")
                {
                    gameController.SetScore(ScoreManager.score);
                    gameController.SetCash(EnergyManager.energy);
                    TowerUpgrader.SetLevel(4);
                    StartCoroutine(Wait2());

                    //SceneManager.LoadScene("Upgrades");
                }
                else if (SceneManager.GetActiveScene().name == "level4")
                {
                    gameController.SetScore(ScoreManager.score);
                    gameController.SetCash(EnergyManager.energy);
                    TowerUpgrader.SetLevel(5);
                    StartCoroutine(Wait2());
                    //SceneManager.LoadScene("Upgrades");
                }
                else if (SceneManager.GetActiveScene().name == "level5")
                {
                    gameController.SetScore(ScoreManager.score);
                    gameController.SetCash(EnergyManager.energy);
                    TowerUpgrader.SetLevel(1);
                    StartCoroutine(Wait2());

                    //SceneManager.LoadScene("Upgrades");
                }
            }

            // do something
        }
    }