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clones dying at the same time. why?

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i dont know why but all of my clones die at the same time and same thing is happening with the animations; all clones are playing animation at the same time. I have made a prototype project in which i have 3 scripts "DestroyEnemy" where player tries to destroy the enemy with a raycast, "EnemyDeath" in which enemy dies and "MasterSpawnScript" for cloning. i am sharing all 3 scripts with you guys, please tell me where i am doing wrong. //DestroyEnemy.js #pragma strict private var anim : Animation; private var cameraTransform : Transform; private var cam : Camera; static var rayHit = false; static var enemyName; var maxHealth = 1000.0; function Start() { cameraTransform = GameObject.Find("FirstPersonCharacter").transform; cam = cameraTransform.GetComponent.(); } function Update() { rayHit = false; //bullet/ray is false after every frame var hit : RaycastHit; if (Input.GetButton("Fire1")) { var ray : Ray = cam.ScreenPointToRay(Input.mousePosition); Debug.DrawRay(ray.origin, ray.direction *10, Color.yellow); if(Physics.Raycast(ray, hit) == true) { //Destroy(hit.collider.gameObject); rayHit = true; //bullet/ray is true when hits enemy Debug.Log(hit.transform.gameObject.name); } else { rayHit = false; //bullet/ray is false when hits any other object } } } ----------------------------------------------- //EnemyDeath.js #pragma strict var isHitting : boolean; var startingHealth = 100.0; private var enemyHealth : int; //public var ragdoll : GameObject; function Start () { enemyHealth = startingHealth; } function Update () { isHitting = DestroyEnemy.rayHit; if(isHitting == true) { this.enemyHealth -=5; Debug.Log(this.enemyHealth); if(this.enemyHealth <=0) { Destroy(gameObject); //Instantiate(ragdoll, gameObject.transform.position, gameObject.transform.rotation); Debug.Log("working"); } } } ------------------------------- //MasterSpawnScript.js #pragma strict var spawnPoints : Transform[]; var enemyPrefabs : GameObject[]; var yieldTimeMin = 2; var yieldTimeMax = 5; static var enemyCounter = 0; var spawnXOffSetMin = 0; var spawnXOffSetMax = 0; var spawnZOffSetMin = 0; var spawnZOffSetMax = 0; var defaultSpawnNumber = 5; var waveNumber = 1; var isSpawning = false; function SpawnEnemies(wave : int) { var spawnNumber = (defaultSpawnNumber + 5 * (wave - 1)); isSpawning = true; for(var i=0; i< spawnNumber; i++) { yield WaitForSeconds(Random.Range(yieldTimeMin, yieldTimeMax)); var object : GameObject = enemyPrefabs[Random.Range(0, enemyPrefabs.Length)]; var position : Transform = spawnPoints[Random.Range(0, spawnPoints.Length)]; var clone = Instantiate(object, position.position + Vector3(Random.Range(spawnXOffSetMin, spawnXOffSetMax), 0, Random.Range(spawnZOffSetMin, spawnZOffSetMax)), position.rotation); clone.name = 'clone'+ (i+1); enemyCounter++; } isSpawning = false; } function UpdateWave() { waveNumber++; SpawnEnemies(waveNumber); } function Start () { SpawnEnemies(waveNumber); } function Update () { if(enemyCounter == 0 && !isSpawning) { UpdateWave(); } } ![alt text][1] [1]: /storage/temp/63461-pic.png

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