// Called when eyes are closed, open doors and stuff void SetupForPhase(int index) { if (phases[index].focusTarget != null) { Camera.main.transform.rotation = Quaternion.LookRotation(phases[index].focusTarget.transform.position - player.transform.position); } foreach (Door door in monsterDoors) { door.Open(); } Enemy[] enemies = GameObject.FindObjectsOfType <Enemy>(); foreach (Enemy enemy in enemies) { Destroy(enemy.gameObject); } foreach (GameObject activateMe in phases[index].thingsToActivate) { activateMe.SetActive(true); } foreach (GameObject activateMe in phases[index].thingsToDeactivate) { activateMe.SetActive(false); } lightsManager.SetTrippyLighting(); if (index == 2) { EventBus.PublishEvent(new ActivateTrip()); } }