// Update is called once per frame void Update() { if (GameyManager.gameState != GameyManager.GameState.Menu) { HP.fillAmount = health / maxHealth; if (health <= 0) { GameyManager.gameState = GameyManager.GameState.End; //UI.SetActive(false); Transform child = GameEnd.GetComponentsInChildren <Transform>(true)[1]; child.gameObject.SetActive(true); Text winText = GameEnd.GetComponentInChildren <Text>(true); switch (Random.Range(1, 5)) { case 1: winText.text = "Nothing but rubble, a shame really"; break; case 2: winText.text = "My beautiful creations cannot be stopped!"; break; case 3: winText.text = "Cower before my might!"; break; case 4: winText.text = "First we take over Jeffs' house...\n\nthen we take over the world!!"; break; default: winText.text = "Mwahahahaha"; break; } //stop repeated completions string levelname = SceneManager.GetActiveScene().name; int add = levelname.Contains("Tutorial") ? 0 : 4; if (GameyManager.levelsCompleted < int.Parse(levelname.Substring(levelname.Length - 1)) + add) { GameyManager.levelsCompleted += 1; } //enable fire effect... or some animation of a house burning down Destroy(this.gameObject); } } }