Enemy Health Doesnt Increase or Reset

I had a working enemy system within my game before I tried learning and adding object pooling. The health would be set to 100 and increase per wave spawned and when the player died it would be set back to 100. Not sure if that was the best way to go about this.
Anyhow, now my object pool is incorporated my health no longer works as intended. If I do health = 100; OnEnable() the health wont increase per wave. If I don’t set it to 100, the health will increase but the old way of setting it to 100 on death doesn’t work. Any help would be appreciated.

can you share your code, because your statement is not clear enough to get the whole info

The problem is in this segment:

for (int i = 0; i < hazardCount; i++)
         {
         GameObject enemy = ObjectPooler.SharedInstance.GetPooledObject("Enemy");
         enemy.GetComponent<EnemyBehaviour>().currentHealth *= enemyHealthMultiplier;
             
             if (enemy != null)
             {
                 enemy.transform.position = spawnPosition1;
                 enemy.transform.rotation = spawnRotation1;
                 enemy.SetActive(true);
             }
             yield return new WaitForSeconds(spawnWait);
         }

You are setting the enemy’s health before you activate it. So OnEnable() is called after enemy.GetComponent<EnemyBehaviour>().currentHealth *= enemyHealthMultiplier; therefore resetting the health to 100.