public void load_enemy_mid_fight(GameObject enemy) { int new_position = 0; var loarded_enemy = Instantiate(enemy, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; if (enemy_spaces[0] == false) { new_position = 0; enemies.Insert(0, loarded_enemy.GetComponent <EnemyStats>()); theatre.InsertEnemy(0, loarded_enemy.GetComponent <EnemyStats>()); enemy_spaces[0] = true; enemy_Counter++; } else if (enemy_spaces[1] == false) { new_position = 1; enemies.Insert(1, loarded_enemy.GetComponent <EnemyStats>()); theatre.InsertEnemy(1, loarded_enemy.GetComponent <EnemyStats>()); enemy_spaces[1] = true; enemy_Counter++; } else if (enemy_spaces[2] == false) { new_position = 2; enemies.Insert(2, loarded_enemy.GetComponent <EnemyStats>()); theatre.InsertEnemy(2, loarded_enemy.GetComponent <EnemyStats>()); enemy_spaces[2] = true; enemy_Counter++; } else if (enemy_spaces[3] == false) { new_position = 3; enemies.Add(loarded_enemy.GetComponent <EnemyStats>()); theatre.AddEnemy(loarded_enemy.GetComponent <EnemyStats>()); enemy_spaces[3] = true; } loarded_enemy.GetComponent <EnemyStats>().SetPosition(new_position); //enemies.Add(loarded_enemy.GetComponent<EnemyStats>()); loarded_enemy.GetComponent <CharacterAnimation>().Turn(true); enemyUIs[new_position].gameObject.SetActive(true); loarded_enemy.gameObject.transform.parent = theatre.gameObject.transform; loarded_enemy.transform.position = enemy_positions[new_position].transform.position; loarded_enemy.GetComponent <EnemyStats>().UI = enemyUIs[new_position]; loarded_enemy.GetComponent <EnemyStats>().Set_UI(); }