IEnumerator MonsterSpawn()
    {
        // do spawn animation here

        yield return(new WaitForEndOfFrame());

        state = TapBattleState.Battle;
    }
    void KillMonster()
    {
        state = TapBattleState.Transition;

        if (currentMonster.monster.TapType == TapMonsterType.Timed && monsterTimer > 0f)
        {
            PlayerManager.Instance.SelectedBattle.ChestsEarned++;
        }

        StartCoroutine(MonsterDeath());
    }
 void StartMonsterRun()
 {
     state = TapBattleState.Transition;
     StartCoroutine(MonsterRun());
 }