private IEnumerator moveAI() { isFinishedWithMoveAI = false; if (combatController.turnType == UnitSide.ENEMY) { foreach (MapUnit m in combatController.enemyUnits) { AIUnit currentAI = m.GetComponent <AIUnit>(); currentAI.TakeTurn(); while (!m.isDoneMoving()) { yield return(null); } } } isFinishedWithMoveAI = true; }