private IEnumerator StandardAttack() { animationController.Play("Attack Animation"); yield return(new WaitForSeconds(1)); if (turnController.GetForestConversion()) { damageText.text = "FOREST CONVERSION"; damageText.enabled = true; yield return(new WaitForSeconds(1)); StartCoroutine(TakeDamage(Random.Range(attackPower - (attackPower / 2), attackPower + (attackPower / 2)), false)); yield return(new WaitForSeconds(1)); damageText.enabled = false; turnController.SetForestConversion(true); } else { chance = Random.Range(1, 3); switch (chance) { case 1: paladinController.StartCoroutine(paladinController.TakeDamage(Random.Range(attackPower - (attackPower / 2), attackPower + (attackPower / 2)))); break; case 2: valkyrieController.StartCoroutine(valkyrieController.TakeDamage(Random.Range(attackPower - (attackPower / 2), attackPower + (attackPower / 2)))); break; case 3: sageController.StartCoroutine(sageController.TakeDamage(Random.Range(attackPower - (attackPower / 2), attackPower + (attackPower / 2)))); break; } } }