Script not being fully read

I’m making this game where the input you enter must match the sprite showing.
For some reason it ignores all the if statments and goes staright

if (Input.GetKeyDown (KeyCode.DownArrow)) {
// Debug.Log (“DownInput”);
if (transform.Find (“Circle/CircleYellow”).GetComponent ().enabled == true) {
transform.Find (“Circle/CircleYellow”).GetComponent ().enabled = false;
Debug.Log (“YES”);
ShapeShifterVoid ();
score = score + 1;
Score ();
anim.SetBool (“CorrectAnswer”, true);
} else if (transform.Find (“Circle/CircleBlue”).GetComponent ().enabled == true) {
transform.Find (“Circle/CircleBlue”).GetComponent ().enabled = false;
Debug.Log (“YES”);
ShapeShifterVoid ();
score = score + 1;
Score ();
anim.SetBool (“CorrectAnswer”, true);
} else if (transform.Find (“Circle/CircleGreen”).GetComponent ().enabled == true) {
transform.Find (“Circle/CircleGreen”).GetComponent ().enabled = false;
Debug.Log (“YES”);
ShapeShifterVoid ();
score = score + 1;
Score ();
anim.SetBool (“CorrectAnswer”, true);
} else if (transform.Find (“Circle/CircleRed”).GetComponent ().enabled == true) {
transform.Find (“Circle/CircleRed”).GetComponent ().enabled = false;
Debug.Log (“YES”);
ShapeShifterVoid ();
score = score + 1;
Score ();
} else {
// Debug.Log (“WHY”);
// timerScript.WrongAnswer ();
anim.SetBool (“CorrectAnswer”, false);
cameraShake.Incorrect ();
// score = score - 5;
// Score ();
// vtransform.Find (“black”).GetComponent ().enabled = true;
// StartCoroutine (WaitTime ());
}
}

Honestly…this is hard to read…use code tags!

Also do you mean it’s only triggering the else statement?

All I can see is you are trying to get an input and then checking if stuff is enabled or not.