private void NextTurn() { // if (aiPlayerDoTurnCoroutine != null) { // StopCoroutine (aiPlayerDoTurnCoroutine); // } currentFaction = NextFaction(); foreach (var unit in unitsOfFaction[currentFaction]) { unit.ResetTurn(); } BattleController.Instance.turnNumber++; UpdateFactionIndicator(); if (currentFaction == Faction.HUMAN) { // aiPlayerDoTurnCoroutine = StartCoroutine(aiPlayer.DoTurn (UnitsOfFaction(currentFaction))); aiPlayer.DoTurn(unitsOfFaction[currentFaction]); } }