Disable / Enable Child Objects ?

Hey guys , im trying to figure out how to disable a specific child of a parent game object ontriggerEnter , however I have 10 parent objects that are basically the same so calling by tag etc disables the child on all objects

Heres my script so far

using UnityEngine;
using System.Collections;

public class RingScript : MonoBehaviour {

	     
	     public bool inRoofTrigger;                           
	     public bool inHookTrigger;                           
	     public bool inSecondForceTrigger;
	     public bool inforcecollider;
	    
	     public GameObject roofTrigger;
	     public GameObject lowHookTrigger;
	     public GameObject secondForceTrigger;
	     public GameObject forceCollider;
	  
	     public GameObject guiScript;
	    

	  public float speed = 1f;
	
	 void Update() 
	
	{

	}
	
	void Awake () 
		
	{
           roofTrigger = GameObject.FindWithTag ("RoofCollider");
	    lowHookTrigger = GameObject.FindWithTag ("LowHookTrigger");
	secondForceTrigger = GameObject.FindWithTag ("SecondForceCollider");
         forceCollider = GameObject.FindWithTag ("ForceCollider");
    }

	void OnTriggerEnter (Collider other)
	{
	if (other.tag == "RoofCollider")
	{
	inRoofTrigger = true;
	}
	if (other.tag == "LowHookTrigger") 
	{
	inHookTrigger = true;
    }
	if (other.tag == "SecondForceCollider")
	{
	inSecondForceTrigger = true;
	}
	if (other.tag == "ForceCollider")
	{
	inforcecollider = true;
	}
	}
	
	void OnTriggerExit (Collider other)
	{
	if (other.tag == "RoofCollider") 
	{
	inRoofTrigger = false;
	}
	if (other.tag == "LowHookTrigger") 
	{
	inHookTrigger = false;
	}
	if (other.tag == "SecondForceCollider")
	{
	inSecondForceTrigger = false;
	}
	if (other.tag == "ForceCollider")
	{
	inforcecollider = false;
	}
	}

	void FixedUpdate ()
	{
	if (inRoofTrigger == false  inHookTrigger == false  inSecondForceTrigger == false  inforcecollider == false ) 
	{
	rigidbody.constraints = RigidbodyConstraints.None;
    rigidbody.collisionDetectionMode = CollisionDetectionMode.Discrete;
	} 
	if (inRoofTrigger == true  inHookTrigger == false ) 
	{
	rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
    } 
	if (inRoofTrigger == false  inHookTrigger == true) 
	{
	rigidbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;
    rigidbody.AddForce (1, -2,0);
	}
	if (inSecondForceTrigger == true  inRoofTrigger == false  inHookTrigger == false) 
	{
	rigidbody.AddForce (7, 0,0);
	}
		if ( GameObject.FindWithTag("Level01GUI").GetComponent<GUIScript>().buttonPress  inRoofTrigger == false  inHookTrigger == false  inSecondForceTrigger == false  inforcecollider == true ) 
	{
	
	rigidbody.AddForce (250, 1000,0);
		
	}

}
}

Here`s is the work around i have made but its far to long and I need to implement this into the first script to make things work far more smoother

using UnityEngine;
using System.Collections;

public class RingHook : MonoBehaviour {




	public bool ringOneTrigger ;
	public bool ringTwoTrigger ;
	public bool ringThreeTrigger ;
	public bool ringFourTrigger ;
	public bool ringFiveTrigger ;
	public bool ringSixTrigger ;
	public bool ringSevenTrigger ;
	public bool ringEightTrigger ;
	public bool ringNineTrigger ;
	public bool ringTenTrigger ;

	public GameObject ring1;
	public GameObject ring1BoxCollider;
	public GameObject ring1SphereCollider;

	public GameObject ring2;
	public GameObject ring2BoxCollider;
	public GameObject ring2SphereCollider;

	public GameObject ring3;
	public GameObject ring3BoxCollider;
	public GameObject ring3SphereCollider;

	public GameObject ring4;
	public GameObject ring4BoxCollider;
	public GameObject ring4SphereCollider;

	public GameObject ring5;
	public GameObject ring5BoxCollider;
	public GameObject ring5SphereCollider;

	public GameObject ring6;
	public GameObject ring6BoxCollider;
	public GameObject ring6SphereCollider;

	public GameObject ring7;
	public GameObject ring7BoxCollider;
	public GameObject ring7SphereCollider;

	public GameObject ring8;
	public GameObject ring8BoxCollider;
	public GameObject ring8SphereCollider;

	public GameObject ring9;
	public GameObject ring9BoxCollider;
	public GameObject ring9SphereCollider;

	public GameObject ring10;
	public GameObject ring10BoxCollider;
	public GameObject ring10SphereCollider;


	

	void Awake () {

		              ring1 = GameObject.FindWithTag ("Ring1");
		   ring1BoxCollider = GameObject.FindWithTag ("Ring1BoxCollider");
		ring1SphereCollider = GameObject.FindWithTag ("Ring1SphereCollider");

		              ring2 = GameObject.FindWithTag ("Ring2");
		   ring2BoxCollider = GameObject.FindWithTag ("Ring2BoxCollider");
		ring2SphereCollider = GameObject.FindWithTag ("Ring2SphereCollider");

		              ring3 = GameObject.FindWithTag ("Ring3");
		   ring3BoxCollider = GameObject.FindWithTag ("Ring3BoxCollider");
		ring3SphereCollider = GameObject.FindWithTag ("Ring3SphereCollider");

		              ring4 = GameObject.FindWithTag ("Ring4");
		   ring4BoxCollider = GameObject.FindWithTag ("Ring4BoxCollider");
		ring4SphereCollider = GameObject.FindWithTag ("Ring4SphereCollider");

		              ring5 = GameObject.FindWithTag ("Ring5");
		   ring5BoxCollider = GameObject.FindWithTag ("Ring5BoxCollider");
		ring5SphereCollider = GameObject.FindWithTag ("Ring5SphereCollider");

		              ring6 = GameObject.FindWithTag ("Ring6");
		   ring6BoxCollider = GameObject.FindWithTag ("Ring6BoxCollider");
		ring6SphereCollider = GameObject.FindWithTag ("Ring6SphereCollider");

		              ring7 = GameObject.FindWithTag ("Ring7");
		   ring7BoxCollider = GameObject.FindWithTag ("Ring7BoxCollider");
		ring7SphereCollider = GameObject.FindWithTag ("Ring7SphereCollider");

		              ring8 = GameObject.FindWithTag ("Ring8");
		   ring8BoxCollider = GameObject.FindWithTag ("Ring8BoxCollider");
		ring8SphereCollider = GameObject.FindWithTag ("Ring8SphereCollider");

		              ring9 = GameObject.FindWithTag ("Ring9");
		   ring9BoxCollider = GameObject.FindWithTag ("Ring9BoxCollider");
		ring9SphereCollider = GameObject.FindWithTag ("Ring9SphereCollider");

		             ring10 = GameObject.FindWithTag ("Ring10");
		  ring10BoxCollider = GameObject.FindWithTag ("Ring10BoxCollider");
	   ring10SphereCollider = GameObject.FindWithTag ("Ring10SphereCollider");
	
	}

	void OnTriggerEnter (Collider other)
	{
		if (other.tag == "Ring1") 
			
		{
			ringOneTrigger = true;
		}
		
		if (other.tag == "Ring2") 
			
		{
			ringTwoTrigger  = true;
		}
		
		if (other.tag == "Ring3") 
			
		{
			ringThreeTrigger  = true;
		}
		
		if (other.tag == "Ring4") 
			
		{
			ringFourTrigger  = true;
		}
		
		if (other.tag == "Ring5") 
			
		{
			ringFiveTrigger = true;
		}
		
		if (other.tag == "Ring6" ) 
			
		{
			ringSixTrigger = true;

		}
		
		if (other.tag == "Ring7") 
			
		{
			ringSevenTrigger = true;
		}
		if (other.tag == "Ring8") 
			
		{
			ringEightTrigger = true;
		}
		if (other.tag == "Ring9") 
			
		{
			ringNineTrigger = true;
		}
		if (other.tag == "Ring10") 
			
		{
			ringTenTrigger = true;
		}
	}
	
	void OnTriggerExit (Collider other)
	{
		if (other.tag == "Ring1")
		{
			ringOneTrigger = false;
		}
		
		if (other.tag == "Ring2")
		{
			ringTwoTrigger  = false;
		}
		
		if (other.tag == "Ring3") 
			
		{
			ringThreeTrigger  = false;
		}
		
		if (other.tag == "Ring4") 
			
		{
			ringFourTrigger  = false;
		}
		if (other.tag == "Ring5") 
			
		{
			ringFiveTrigger = false;
		}
		
		if (other.tag == "Ring6" ) 
			
		{
			ringSixTrigger = false;
		}
		
		if (other.tag == "Ring7") 
			
		{
			ringSevenTrigger = false;
		}
		if (other.tag == "Ring8") 
			
		{
			ringEightTrigger = false;
		}
		if (other.tag == "Ring9") 
			
		{
			ringNineTrigger = false;
		}
		if (other.tag == "Ring10") 
			
		{
			ringTenTrigger = false;
		}
		
	}

	void Update()
	{
		if (ringOneTrigger == true)
		{
			ring1BoxCollider.SetActive (true);
			ring1SphereCollider.SetActive (false);
		} 
		else 
		{
			ring1BoxCollider.SetActive (false);
			ring1SphereCollider.SetActive (true);
		}
		if  (ringTwoTrigger == true)
		{
			ring2BoxCollider.SetActive (true);
			ring2SphereCollider.SetActive (false);
		} 
		else 
		{
			ring2BoxCollider.SetActive (false);
			ring2SphereCollider.SetActive (true);
		}
		
		if  (ringThreeTrigger == true)
		{
			ring3BoxCollider.SetActive (true);
			ring3SphereCollider.SetActive (false);
		} 
		else 
		{
			ring3BoxCollider.SetActive (false);
			ring3SphereCollider.SetActive (true);
		}
		
		if  (ringFourTrigger == true)
		{
			ring4BoxCollider.SetActive (true);
			ring4SphereCollider.SetActive (false);
		} 
		else 
		{
			ring4BoxCollider.SetActive (false);
			ring4SphereCollider.SetActive (true);
		}
		
		if  (ringFiveTrigger == true)
		{
			ring5BoxCollider.SetActive (true);
			ring5SphereCollider.SetActive (false);
		} 
		else 
		{
			ring5BoxCollider.SetActive (false);
			ring5SphereCollider.SetActive (true);
		}
		
		if (ringSixTrigger == true) 
		{
		ring6BoxCollider.SetActive (true);
		ring6SphereCollider.SetActive (false);
		} 
		else 
		   {
		   ring6BoxCollider.SetActive (false);
		   ring6SphereCollider.SetActive (true);
		   }


		if  (ringSevenTrigger == true)
		{
			ring7BoxCollider.SetActive (true);
			ring7SphereCollider.SetActive (false);
		} 
		else 
		{
			ring7BoxCollider.SetActive (false);
			ring7SphereCollider.SetActive (true);
		}
		if  (ringEightTrigger == true)
		{
			ring8BoxCollider.SetActive (true);
			ring8SphereCollider.SetActive (false);
		} 
		else 
		{
			ring8BoxCollider.SetActive (false);
			ring8SphereCollider.SetActive (true);
		}
		if  (ringNineTrigger == true)
		{
			ring9BoxCollider.SetActive (true);
			ring9SphereCollider.SetActive (false);
		} 
		else 
		{
			ring9BoxCollider.SetActive (false);
			ring9SphereCollider.SetActive (true);
		}
		if  (ringTenTrigger == true)
		{
			ring10BoxCollider.SetActive (true);
			ring10SphereCollider.SetActive (false);
		} 
		else 
		{
			ring10BoxCollider.SetActive (false);
			ring10SphereCollider.SetActive (true);
		}

	}

}

Ok so after playing around I solved this . I was able to scrap the second script with a few name changes which I was expecting to do here`s the new script that replaces the two above if anyone is looking for the answer to this . Each parent has Two Child Objects one now called Box and the Other Called Sphere (no Tags), This allows me to turn off one child and turn the other on on trigger enter (the trigger for this action is the bool is called inhooktrigger)

using UnityEngine;
using System.Collections;

public class RingScript : MonoBehaviour {

	     public bool inForceTrigger;
	     public bool inSecondForceTrigger;
	     public bool inRoofTrigger;                           
	     public bool inHookTrigger;                           
	   
	     
	    
	     private GameObject sphereChild;
	     private GameObject boxChild;
	  
	    
	void Awake () 
	{
    sphereChild = transform.FindChild ("Sphere").gameObject;
    boxChild = transform.FindChild ("Box").gameObject;
    }

	void OnTriggerEnter (Collider other)
	{
	if (other.tag == "RoofCollider")
	{
	inRoofTrigger = true;
	}
	if (other.tag == "LowHookTrigger") 
	{
	inHookTrigger = true;
    }
	if (other.tag == "SecondForceCollider")
	{
	inSecondForceTrigger = true;
	}
	if (other.tag == "ForceCollider")
	{
	inForceTrigger = true;
	}
	}
	
	void OnTriggerExit (Collider other)
	{
	if (other.tag == "RoofCollider") 
	{
	inRoofTrigger = false;
	}
	if (other.tag == "LowHookTrigger") 
	{
	inHookTrigger = false;
	}
	if (other.tag == "SecondForceCollider")
	{
	inSecondForceTrigger = false;
	}
	if (other.tag == "ForceCollider")
	{
	inForceTrigger = false;
	}
	}

	void FixedUpdate ()
	{
		if (inRoofTrigger == false  inHookTrigger == false  inSecondForceTrigger == false  inForceTrigger == false ) 
	{
	boxChild.SetActive (false);
	sphereChild.SetActive (true);
	rigidbody.constraints = RigidbodyConstraints.None;
    rigidbody.collisionDetectionMode = CollisionDetectionMode.Discrete;
	} 
		if (inRoofTrigger == true  inHookTrigger == false  inSecondForceTrigger == false  inForceTrigger == false )
	{
	rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
    } 
		if (inRoofTrigger == false  inHookTrigger == true  inSecondForceTrigger == false  inForceTrigger == false )
	{
	boxChild.SetActive (true);
	sphereChild.SetActive (false);
	rigidbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;
    rigidbody.AddForce (1, -2,0);
	}
		if (inRoofTrigger == false  inHookTrigger == false  inSecondForceTrigger == true  inForceTrigger== false )
	{
	rigidbody.AddForce (7, 0,0);
	}
		if ( GameObject.FindWithTag("Level01GUI").GetComponent<GUIScript>().buttonPress  inRoofTrigger == false  inHookTrigger == false  inSecondForceTrigger == false  inForceTrigger == true ) 
	{
	
	rigidbody.AddForce (250, 1000,0);
		
	}

}
}

Here`s a cleaner version

using UnityEngine;
using System.Collections;

public class RingScript : MonoBehaviour {

	     public bool inForceTrigger;
	     public bool inSecondForceTrigger;
	     public bool inRoofTrigger;                           
	     public bool inHookTrigger; 

	   
	void OnTriggerEnter (Collider other)
	{
	if (other.tag == "RoofCollider")
	{
	inRoofTrigger = true;
	}
	if (other.tag == "LowHookTrigger") 
	{
	inHookTrigger = true;
    }
	if (other.tag == "SecondForceCollider")
	{
	inSecondForceTrigger = true;
	}
	if (other.tag == "ForceCollider")
	{
	inForceTrigger = true;
	}
	}
	
	void OnTriggerExit (Collider other)
	{
	if (other.tag == "RoofCollider") 
	{
	inRoofTrigger = false;
	}
	if (other.tag == "LowHookTrigger") 
	{
	inHookTrigger = false;
	}
	if (other.tag == "SecondForceCollider")
	{
	inSecondForceTrigger = false;
	}
	if (other.tag == "ForceCollider")
	{
	inForceTrigger = false;
	}
	}

	void FixedUpdate ()
	{
	if (inRoofTrigger == false  inHookTrigger == false  inSecondForceTrigger == false  inForceTrigger == false ) 
	{
	transform.FindChild ("Box").gameObject.SetActive (false);
    transform.FindChild ("Sphere").gameObject.SetActive (true);
	rigidbody.constraints = RigidbodyConstraints.None;
    rigidbody.collisionDetectionMode = CollisionDetectionMode.Discrete;
	} 
	if (inRoofTrigger == true)
	{
	rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
    } 
	if (inHookTrigger == true )
	{
	transform.FindChild ("Box").gameObject.SetActive (true);
	transform.FindChild ("Sphere").gameObject.SetActive (false);
	rigidbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;
    rigidbody.AddForce (1, -2,0);
	}
	if (inSecondForceTrigger == true)
	{
	rigidbody.AddForce (7, 0,0);
	}
	if ( GameObject.FindWithTag("Level01GUI").GetComponent<GUIScript>().buttonPress  inForceTrigger == true ) 
	{
	rigidbody.AddForce (250, 1000,0);
	}
	}
}