public override void Run(float deltaTime) { if (State == ExecutionState.NOT_STARTED) { var position = GameObject.Find("PlayerStronghold").transform.position; var rotation = Quaternion.Euler(0, 0, 0); GameObject gob = Storage.Info.get.createUnit(testEnvironment.playerRace, Storage.UnitTypes.HERO, position, rotation); entity = gob.GetComponent <IGameEntity>(); State = ExecutionState.NOT_DONE; } else if (State == ExecutionState.NOT_DONE && elapsed > 1) { entity.Destroy(true); State = ExecutionState.DONE; } elapsed += deltaTime; }