public void OpenWalls()
 {
     for (int i = 0; i < enterTriggers.Count; i++)
     {
         if (enterTriggers[i] != null)
         {
             IFightRoomTrigger current = enterTriggers[i].GetComponent <IFightRoomTrigger>();
             current.ClosePrimary(true, 0.0f);
             current.CloseSecondary(false, 0.0f);
         }
     }
 }
 //move the walls of the room based upon whether the level has been completed
 void MoveWalls()
 {
     for (int i = 0; i < enterTriggers.Count; i++)
     {
         IFightRoomTrigger current = enterTriggers[i].GetComponent <IFightRoomTrigger>();
         current.ClosePrimary(levelStarted, gateTimer);
         if (!levelStarted)
         {
             current.CloseSecondary(true, gateTimer);
         }
     }
 }
    //co routine which will play out the level, spawning in the pooled enemies
    IEnumerator playLevel()
    {
        // Play the blimp spotlight animation if it exists
        if (blimpSpotlightPlayableDirector != null)
        {
            blimpSpotlightLight.gameObject.SetActive(true);
            blimpSpotlightPlayableDirector.Play();
        }

        while (selectedConfiguration.poolSize > 0 || enemyObjects.Count > 0)
        {
            if (SCR_Boss.instance.bossAttacking)
            {
                SCR_Boss.instance.BossAttack(false);
            }


            if (enemyObjects.Count < selectedConfiguration.maxSpawnSize && selectedConfiguration.poolSize > 0)
            {
                int rng = Random.Range(0, selectedConfiguration.poolSize);

                bool       pointChosen = false;
                int        nodeSpawn   = 0;
                GameObject currentNode = this.gameObject;
                while (!pointChosen)
                {
                    nodeSpawn   = Random.Range(0, spawnNodes.Count);
                    currentNode = spawnNodes[nodeSpawn];
                    if (!currentNode.GetComponent <SCR_SpiderPortal>().currentlySpawning)
                    {
                        pointChosen = true;
                    }
                    yield return(null);
                }
                currentNode.GetComponent <SCR_SpiderPortal>().OpenPortal(0.5f);
                GameObject spawn = Instantiate(returnEnemyPrefab(selectedConfiguration.ReturnPoolsType(rng)), currentNode.transform.position + (Vector3.down * 3), Quaternion.identity);
                spawn.transform.parent = transform;
                enemyObjects.Add(spawn);
                AssignTypes();
                IEnemy currentEnemyInterface = (IEnemy)spawn.GetComponent(typeof(IEnemy));
                currentEnemyInterface.SetRoomManager(this.gameObject);
                if (buffEnemy != null)
                {
                    currentEnemyInterface.BuffEnemy(buffEnemy.GetComponent <SCR_BuffSpider>().returnBuffType());
                }
                float timer = Random.Range(2.5f, 4.0f);
                StartCoroutine(currentEnemyInterface.spawnEnemy(currentNode, timer));
            }
            yield return(null);
        }

        SCR_AudioManager.instance.Play("DoorOpen");
        for (int i = 0; i < enterTriggers.Count; i++)
        {
            IFightRoomTrigger current = enterTriggers[i].GetComponent <IFightRoomTrigger>();
            current.ClosePrimary(true, gateTimer);
        }

        if (buffEnemy != null)
        {
            buffEnemy.GetComponent <SCR_BuffSpider>().PowerDown();
        }
        SCR_AudioManager.instance.PlayWalkMusic();
        SCR_GameManager.instance.PlayerFighting = false;

        if (player1 & player2)
        {
            SCR_PlayerWorldSpaceUI player1WorldSpaceUIScr = player1.GetComponent <SCR_PlayerWorldSpaceUI>();
            SCR_PlayerWorldSpaceUI player2WorldSpaceUIScr = player2.GetComponent <SCR_PlayerWorldSpaceUI>();

            if (player1WorldSpaceUIScr)
            {
                player1WorldSpaceUIScr.HealPrompt(true);
            }

            if (player2WorldSpaceUIScr)
            {
                player2WorldSpaceUIScr.HealPrompt(true);
            }

            yield return(new WaitForSeconds(4.0f));

            if (player1WorldSpaceUIScr)
            {
                player1WorldSpaceUIScr.HealPrompt(false);
            }

            if (player2WorldSpaceUIScr)
            {
                player2WorldSpaceUIScr.HealPrompt(false);
            }
        }

        // Fade out the blimp light
        if (blimpSpotlightLight != null)
        {
            StartCoroutine(FadeOutBlimpSpotlight());
        }
    }