//Disable all turrets on rotate, then recheck each side for matches. //Activate turrets based on number of Match-3s on a given side. void Activator() { //Find each block in the runway and effect changes on that block's children (turrets) GridInUse[] runway = FindObjectsOfType(typeof(GridInUse)) as GridInUse[]; foreach (GridInUse child in runway) { TurretController childTwo = child.GetComponentInChildren <TurretController>(); if (childTwo != null) { childTwo.isActivated = false; if (child.transform.localPosition.x > 0 && child.transform.localPosition.x <= (Mathf.CeilToInt(greenValue.sliderValue / 5)) * 2) { childTwo.SetTurretActive("GreenTurret"); } if (child.transform.localPosition.x > 0 && child.transform.localPosition.x <= (Mathf.CeilToInt(redValue.sliderValue / 5)) * 2) { childTwo.SetTurretActive("RedTurret"); } if (child.transform.localPosition.x > 0 && child.transform.localPosition.x <= (Mathf.CeilToInt(blueValue.sliderValue / 5)) * 2) { childTwo.SetTurretActive("BlueTurret"); } } } }