void CheckEndGame() { switch (gameType) { case (GameType.Survival): if (TurnCount > LastWaveTime) { if (aiControl.NumberOfEnemiesLeft() <= 0) { winScreen.gameObject.SetActive(true); } } break; case (GameType.Defense): //if (TurnCount >= MaxTurns) //{ // winScreen.gameObject.SetActive(true); //} break; case (GameType.Attack): break; } }