void Update() { /* * if (counter == 6000) * { * spell.iceSpell(); * } * else * { ++counter; * }*/ if (spell != null && Time.time >= nextDamageEvent) { nextDamageEvent = Time.time + attackDelay; //attack here switch (attackPhase) { case 0: UnityEngine.Debug.Log("Attack phase 0"); anim.Play("IceAttack"); spell.iceSpell(); attackPhase = 1; break; case 1: UnityEngine.Debug.Log("Attack phase 1"); anim.Play("Slimeball"); spell.fireBallSpell(); attackPhase = 2; break; case 2: UnityEngine.Debug.Log("Attack phase 2"); //Summon animation and sound here spell.summonSpell(); attackPhase = 0; break; default: UnityEngine.Debug.Log("Something went wrong"); attackPhase = 0; break; } } }