// Happens after the phase ends, while eyes are closed void CleanupPhase(int index) { foreach (Spawner spawner in phases[index].spawners) { spawner.enabled = false; } foreach (Door door in monsterDoors) { door.Close(); } Enemy[] enemies = GameObject.FindObjectsOfType <Enemy>(); foreach (Enemy enemy in enemies) { // TODO: Enemy deaths here should not play sounds enemy.GetComponent <Health>().DealDamage(9999999999); } foreach (Door door in phases[index].doorToOpenAtEnd) { door.Open(); } lightsManager.SetNormalLighting(); if (index == 2) { EventBus.PublishEvent(new DeactivateTrip()); } }