void Update() { if (startTime) { time += Time.deltaTime; } // Check when to close the doors if (playerInside) { if (enemies.remaining == 0) { if (bossRoom) { playerInside = false; completed.enabled = true; for (int i = 0; i < rooms.rooms.Count; i++) { rooms.rooms[i].GetComponent <Spawner>().destroy(); } rooms.rooms.Clear(); rooms.doors = new GameObject[0]; Player.transform.position = new Vector3(0, 0, 0); makeStates(); Player.GetComponent <PlayerController>().wave++; Player.GetComponent <PlayerController>().maxHealth = Player.GetComponent <PlayerController>().currentHealth; Player.GetComponent <PlayerController>().roomsCompleted = 0; Instantiate(EntryRoom, new Vector3(0, 0, 0), Quaternion.identity); rooms.invoke(); } else { playerInside = false; completed.enabled = true; for (int i = 0; i < doors.Length; i++) { doors[i].SetActive(false); } makeStates(); } startTime = false; } } }