How to make a child game object of the Parent game object become set active false

Hello, I am trying to make an enemy that has a child game object become set active false but I have many other enemies with the same name so I don’t want to have the compiler confused which enemy that is doing the attacking and mistaken that all of them are.

So how I am trying to avoid this is by making the scripts communicate each other within the same gameobject (if that make sense). I feel this is very simple but I can’t fathom what I am missing or forgetting. I would appreciate any help because lord knows I need. Thanks in advance. Here is the script I am working on to show a little more what I am trying to do.

using UnityEngine;
using System.Collections;

public class EnemyAIMelee : MonoBehaviour 
{
	private bool AttackStatus;
	public float attackDistance = 5.0f;
	public float chaseSpeed = 0.01f;

	private bool unlockAI;
	public GameObject playerCharacterManager;

	// Use this for initialization

	void Start()
	{
		playerCharacterManager = GameObject.FindGameObjectWithTag ("PlayerCharacterManager");
		AttackStatus = false;
		unlockAI = true;
	}
	
	// Update is called once per frame
	void Update () 
	{
		if (AttackStatus == true) 
		{
			MovingAI ();
		}
	}

	void MovingAI()
	{
		if(unlockAI == true)
		{
			transform.rotation = Quaternion.LookRotation(transform.position - playerCharacterManager.transform.position);

			transform.position = Vector3.MoveTowards (transform.position, playerCharacterManager.transform.position, chaseSpeed);

			Debug.Log ("MovingAI has been reached");
			
			SendMessage ("EnemyMovingAnimation", true);

			float distance = Vector3.Distance(playerCharacterManager.transform.position, transform.position);
			
			if(distance<=attackDistance)
			{
				SendMessage ("EnemyMovingAnimation", false);
				StartCoroutine("AttackAI");
				Invoke("InstantiateEnemyPunchBox",0.5f);
			}
		}
	}

	IEnumerator AttackAI()
	{
		unlockAI =false;

		SendMessage ("EnemyAttackAnimation", true);
		yield return new WaitForSeconds (1.0f);

		SendMessage ("EnemyAttackAnimation", false);
		Debug.Log ("AttackAI has been reached");

		yield return new WaitForSeconds (4.0f);
		unlockAI = true;
	}

	void InstantiateEnemyPunchBox()
	{
//Have the child game object, attached to the game object this script is being put on, become set active
	}

	void BeginTheAttack(bool chase)
	{
		AttackStatus = chase;
	}
}

Stop spamming your code everywhere. Do a couple of Google searches before polluting the forums with already known answers.

Look at Transform.GetChild