/// <summary> /// Llama a todos los enemigo sy le sindica que deben hacer su turno y espera hasta que todos acaben de hacerlo /// </summary> /// <returns></returns> public IEnumerator EnemyTurn() { RunInfo info = new RunInfo(); if (BTile.ETileState.EVision == activeBoard.GetTileState(activePlayer.GetIndex())) { StartCoroutine(ResetBoard()); } foreach (BEnemy enemy in activeEnemies) { info = enemy.NextMovement().ParallelCoroutine("enemies"); } yield return(new WaitUntil(() => info.count <= 0)); if (BTile.ETileState.EVision == activeBoard.GetTileState(activePlayer.GetIndex())) { StartCoroutine(ResetBoard()); } yield return(null); }