public void StartNewTurn(bool loadedFromSaveState) { if (!player.alive) { return; } S.GameControlGUIInst.Dim(false); //DIFFERENT IN TUTORIAL! if (Tutorial.TutorialLevel == 0) { if (!loadedFromSaveState) { foreach (Goal g in S.ShopControlInst.Goals) { g.NewTurnCheck(); } NewTurnCheckWoundsDrawAddMovesAndPlays(); EventControl.NewTurnReset(); //sets enemy's moves and actions to their max, preparing them for their turn. GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject badguy in enemies) { Enemy en = badguy.GetComponent <Enemy>(); if (en != null) { en.GoToMaxPlays(); } } StateSavingControl.Save(); } UICheck(); S.ClickControlInst.turnEndedAlready = false; S.ClickControlInst.AllowEveryInput(); S.ClickControlInst.cardScriptClickedOn = null; } }