void Update()
    {
        switch (state)
        {
        case "idle":
            break;

        case "attacking":
            counter += Time.deltaTime;
            if (counter >= actionDelay)
            {
                foreach (NodeController Node in AttackNodes)
                {
                    Node.TriggerDamage();
                }
                AttackNodes.Clear();
                foreach (AICharacter character in TeamMembers)
                {
                    character.clearAttackNodes();
                }
                counter = 0f;
                state   = "moving";
            }
            break;

        case "moving":
            counter += Time.deltaTime;
            if (counter >= actionDelay)
            {
                Character character = TeamMembers[currentChar];
                if (!character.knockedOut)
                {
                    character.hunt();
                    character.hunt();
                }
                currentChar += 1;
                counter      = 0f;
                if (currentChar >= TeamMembers.Count)
                {
                    currentChar = 0;
                    state       = "idle";
                    Game.AITurnOver();
                }
            }
            break;
        }
    }