public void EndPlayerTurn() { if (!_playerTurn) { return; } // Update chars effects List <BaseUnit> units = _partyManager.GetUnits(); for (int i = units.Count - 1; i >= 0; i--) { BaseUnit unit = units[i]; unit.ExecuteEndTurnStatuses(); } // Update global effects GlobalsManager.Instance.ApplyEndTurn(true); StartEnemyTurn(); }