// a function that updates who's turn it currently is public void CurrentTurnCalc() { if (PlayerMonOneHadTurn && PlayerMonTwoHadTurn && PlayerMonThreeHadTurn) { PlayerMonOneHadTurn = false; PlayerMonTwoHadTurn = false; PlayerMonThreeHadTurn = false; foreach (MonsterScript M in PlayersMonsters) { if (M.ReturnMonsterName() == PlayerMonFirst) { CurrentMonster = M; BattleUI.SetCurrentMonsterNum(1); } } foreach (MonsterScript M in PlayersMonsters) { if (M.GetMonsterSKills()[1].GetSkillCurrentCooldown() > 0) { M.GetMonsterSKills()[1].SetSkillCurrentCooldown(M.GetMonsterSKills()[1].GetSkillCurrentCooldown() - 1); } if (M.GetMonsterSKills()[2].GetSkillCurrentCooldown() > 0) { M.GetMonsterSKills()[2].SetSkillCurrentCooldown(M.GetMonsterSKills()[2].GetSkillCurrentCooldown() - 1); } } } else if (PlayerMonOneHadTurn && !PlayerMonTwoHadTurn && !PlayerMonThreeHadTurn) { foreach (MonsterScript M in PlayersMonsters) { if (M.ReturnMonsterName() == PlayerMonSecond) { CurrentMonster = M; BattleUI.SetCurrentMonsterNum(2); } } } else if (PlayerMonOneHadTurn && PlayerMonTwoHadTurn && !PlayerMonThreeHadTurn) { foreach (MonsterScript M in PlayersMonsters) { if (M.ReturnMonsterName() == PlayerMonThird) { CurrentMonster = M; BattleUI.SetCurrentMonsterNum(3); } } } BattleUI.SetCurrentMonster(CurrentMonster); BattleUI.UpdateSkillCooldownDisplay(); }