void Start() { //assign values depending on hero and enemy levels Hero1Data.Awake(); Hero2Data.Awake(); Hero3Data.Awake(); Hero4Data.Awake(); Enemy1Data.Awake(); Enemy2Data.Awake(); Enemy3Data.Awake(); Enemy4Data.Awake(); //begin turn cycler FightStates = FightState.ENTERFIGHT; StateControl(); //add assigned heros and enemies to their respective lists if (Hero1Data != null) { baseHeros.Add(Hero1Data); } if (Hero2Data != null) { baseHeros.Add(Hero2Data); } if (Hero3Data != null) { baseHeros.Add(Hero3Data); } if (Hero4Data != null) { baseHeros.Add(Hero4Data); } if (Enemy1Data != null) { baseEnemies.Add(Enemy1Data); } if (Enemy2Data != null) { baseEnemies.Add(Enemy2Data); } if (Enemy3Data != null) { baseEnemies.Add(Enemy3Data); } if (Enemy4Data != null) { baseEnemies.Add(Enemy4Data); } //instantiate enemy prefabs InstantiateEnemies(); //cycle turn Invoke("Delay", 1); }