IEnumerator NextTurn() { _cooldownCounterReset(); /* ENEMY */ if (!_boardEvents.GetDustStorm) { _attackerSpawn(); _attackerWalk(); } /* PLAYER */ if (!_boardEvents.GetThunderStorm) { _currencyController.Produce(); _defenderWalk(); _defenderFire(); } /* GAME LOGIC & EVENT */ _heatZones.DissipateHeat(); _infoController.SetInfo(null); _boardEvents.PassTurn(); yield return(new WaitForSeconds(1.5f)); _loadNextTurn(); }