void Update() { if (GameContinues()) { switch (currentGuy.currentState) { case Guy.State.Moving: if (players[currentPlayer].isComputer) { currentGuy.MoveAI(players[currentPlayer].computerLevel); } else { currentGuy.Move(); } break; case Guy.State.Acting: if (players[currentPlayer].isComputer) { currentGuy.ActAI(players[currentPlayer].computerLevel); } else { currentGuy.Act(); } break; case Guy.State.Waiting: if (advanceTurn) { advanceTurn = false; NextTurn(); } break; case Guy.State.Dead: // Debug.Log("DEAD"); NextTurn(); break; } } else { foreach (Player p in players) { foreach (GameObject g in p.guys) { if (g.GetComponent <Guy>().health > 0) { Debug.Log(p.playerName + " wins! " + p.computerLevel); GameManager.STATE.menuText = p.playerName + " Won!"; SceneManager.LoadScene(0); return; } } } } }