How can I change scene or Quit game after killing all the spawned enemies?

I am experimenting with Survival Shooter project and I am spawning 3 enemies of 3 different types
and i want to change scene or quit game after killing all the spawned enemies.

this is my EnemyManager script :

using UnityEngine;
using UnityEngine.SceneManagement;

namespace CompleteProject
{
public class EnemyManager : MonoBehaviour
{
public PlayerHealth playerHealth; // Reference to the player’s heatlh.
public GameObject enemy; // The enemy prefab to be spawned.
public float spawnTime = 3f; // How long between each spawn.
public Transform spawnPoints; // An array of the spawn points this enemy can spawn from.

	private int enemyCount = 0;
	public int maxEnemyCount = 3;

    void Start ()
    {
        // Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time.
        InvokeRepeating ("Spawn", spawnTime, spawnTime);
    }

    void Spawn ()
    {
        // If the player has no health left...
        if(playerHealth.currentHealth <= 0f)
        {
            // ... exit the function.
            return;
        }

        // Find a random index between zero and one less than the number of spawn points.
        int spawnPointIndex = Random.Range (0, spawnPoints.Length);

        // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation.
        Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);

		enemyCount++;
		if(enemyCount>=maxEnemyCount){
			CancelInvoke("Spawn");
		}
    }

}

}

,I am spawning 3 enemies of 3 types and i want to change scene or quit the game after killing all the spawned enemies.

this is my EnemyManager Script :

using UnityEngine;
using UnityEngine.SceneManagement;

namespace CompleteProject
{
public class EnemyManager : MonoBehaviour
{
public PlayerHealth playerHealth; // Reference to the player’s heatlh.
public GameObject enemy; // The enemy prefab to be spawned.
public float spawnTime = 3f; // How long between each spawn.
public Transform spawnPoints; // An array of the spawn points this enemy can spawn from.

	private int enemyCount = 0;
	public int maxEnemyCount = 3;

    void Start ()
    {
        // Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time.
        InvokeRepeating ("Spawn", spawnTime, spawnTime);
    }

    void Spawn ()
    {
        // If the player has no health left...
        if(playerHealth.currentHealth <= 0f)
        {
            // ... exit the function.
            return;
        }

        // Find a random index between zero and one less than the number of spawn points.
        int spawnPointIndex = Random.Range (0, spawnPoints.Length);

        // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation.
        Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);

		enemyCount++;
		if(enemyCount>=maxEnemyCount){
			CancelInvoke("Spawn");
		}
    }

}

}

@shubhamshetkar25
Take a variable in EnemyManager(or any singleton in your project) stating the number of enemies killed.

    public int enemiesKilled;

You would need an EnemyScript in which you check for enemy’s health. This script would be present on all spawned enemies.

In EnemyScript, take a reference of EnemyManager

   EnemyManager enemyManager;
   int enemyHealth;

and where you would check for enemy’s health, write:

   if(enemyHealth <= 0){
      enemyManager.enemiesKilled++;
      if(enemyManager.enemiesKilled >= enemyManager.enemiedSpawned)
         //Change Scene
    }