public void SelectEnd()
    {
        if (!batsys.isCard)
        {
            ma.AttackAfter(FirstNum);
        }
        Seleting = false;
        batsys.StartCoroutine("AnnounceDisappear");
        Image img;

        img       = SommonMonster[0].GetComponent <Image>();
        img.color = new Color(1f, 1f, 1f, 1f);
        img       = SommonMonster[1].GetComponent <Image>();
        img.color = new Color(1f, 1f, 1f, 1f);
        img       = SommonMonster[2].GetComponent <Image>();
        img.color = new Color(1f, 1f, 1f, 1f);
        img       = ab.SommonMonster[0].GetComponent <Image>();
        img.color = new Color(1f, 1f, 1f, 1f);
        img       = ab.SommonMonster[1].GetComponent <Image>();
        img.color = new Color(1f, 1f, 1f, 1f);
        img       = ab.SommonMonster[2].GetComponent <Image>();
        img.color = new Color(1f, 1f, 1f, 1f);
    }
    IEnumerator EnemyAttacks()
    {
        yield return(new WaitForSeconds(1f));

        if (mobAttackturn <= 2)
        {
            if (Sommoned[mobAttackturn] && !State[mobAttackturn].isAttacked)
            {
                if (State[mobAttackturn].EnemyType != 5)
                {
                    for (int i = 0; i >= 0; i++)
                    {
                        int a = Random.Range(0, 2);
                        if (sm.Sommoned[a] && sm.State[a].MobRHP > 0)
                        {
                            sm.Arrows.SetActive(true);
                            sm.Arrows.GetComponent <RectTransform>().localPosition = sm.SommonMonster[a].GetComponent <RectTransform>().localPosition;
                            ma.SpriteChanging(mobAttackturn + 4, State[0].EnemyCode, 2);
                            int dmg = MobDamaging(a, mobAttackturn, State[mobAttackturn].EnemyType);
                            yield return(new WaitForSeconds(0.75f));

                            ma.AttackAfter(mobAttackturn + 4);
                            sm.Arrows.SetActive(false);
                            if (sm.State[a].MobArmor >= dmg)
                            {
                                sm.State[a].MobArmor -= dmg;
                                GameObject tx = Instantiate(Resources.Load <GameObject>("Prefabs/Effects/DmgText"), transform) as GameObject;
                                tx.transform.parent     = GameObject.Find("Canvas").transform;
                                tx.transform.localScale = new Vector3(1f, 1f, 1f);
                                tx.GetComponent <RectTransform>().localPosition = sm.SommonMonster[a].GetComponent <RectTransform>().localPosition;
                                tx.GetComponent <DmgText>().Texting(1, dmg);
                            }
                            else
                            {
                                int dmg2 = dmg - sm.State[a].MobArmor;
                                sm.State[a].MobArmor = 0;
                                sm.State[a].MobRHP  -= dmg2;
                                GameObject tx = Instantiate(Resources.Load <GameObject>("Prefabs/Effects/DmgText"), transform) as GameObject;
                                tx.transform.parent     = GameObject.Find("Canvas").transform;
                                tx.transform.localScale = new Vector3(1f, 1f, 1f);
                                tx.GetComponent <RectTransform>().localPosition = sm.SommonMonster[a].GetComponent <RectTransform>().localPosition;
                                tx.GetComponent <DmgText>().Texting(1, dmg);
                            }
                            State[mobAttackturn].isAttacked = true;
                            break;
                        }
                        else if (!sm.Sommoned[0] && !sm.Sommoned[1] && !sm.Sommoned[2])
                        {
                            break;
                        }
                    }
                }
                else
                {
                    int   a = 0;
                    float b = 1f;
                    for (int i = 0; i < 3; i++)
                    {
                        if (Sommoned[i])
                        {
                            float x = State[i].EnemyRHp;
                            float y = State[i].EnemyMaxHP;
                            if (b > x / y)
                            {
                                a = i;
                                b = x / y;
                            }
                            Debug.Log(x + " - " + y);
                        }
                    }
                    sm.Arrows.SetActive(true);
                    sm.Arrows.GetComponent <RectTransform>().localPosition = SommonMonster[a].GetComponent <RectTransform>().localPosition;
                    ma.SpriteChanging(mobAttackturn + 4, State[mobAttackturn].EnemyCode, 2);
                    int dmg = MobDamaging(a, mobAttackturn, State[mobAttackturn].EnemyType);
                    yield return(new WaitForSeconds(0.75f));

                    ma.AttackAfter(mobAttackturn + 4);
                    sm.Arrows.SetActive(false);
                    State[a].EnemyRHp += dmg;
                    if (State[a].EnemyRHp > State[a].EnemyMaxHP)
                    {
                        State[a].EnemyRHp = State[a].EnemyMaxHP;
                    }
                    GameObject tx = Instantiate(Resources.Load <GameObject>("Prefabs/Effects/DmgText"), transform) as GameObject;
                    tx.transform.parent     = GameObject.Find("Canvas").transform;
                    tx.transform.localScale = new Vector3(1f, 1f, 1f);
                    tx.GetComponent <RectTransform>().localPosition = SommonMonster[a].GetComponent <RectTransform>().localPosition;
                    tx.GetComponent <DmgText>().Texting(2, dmg);
                    State[mobAttackturn].isAttacked = true;
                }
            }
            mobAttackturn++;
            StartCoroutine("EnemyAttacks");
        }
        else
        {
            yield return(new WaitForSeconds(0.5f));

            batsys.TurnStart();
        }
    }