// check to ensure if we can chain another card and wait for user to play a card that doesnt chain or end their turn void CheckComboChaining() { // Well add the chain card's charge duration if (isChainCombo) { playerController.AddDuration = chargeTime; return; } // end the users turn and begin charging up for the combo attack else { // hiding the Combat UI is last (otherwise it wont catch our early return when using comboes in Single and Determine Attack methods battleController.HideCombatUI(); userController.IsUsersTurn = false; battleController.PauseSpeedsForAllMonsters(false); // Begin charging for player //playerController.monsterState = MonsterController.State.CHARGING; playerController.ChangeState(MonsterController.State.CHARGING); playerController.chargeDuration = chargeTime; PlayerTickController playerTickController = GameObject.FindGameObjectWithTag("PlayerTick").GetComponent <PlayerTickController>(); playerTickController.ChangeState(PlayerTickController.GaugeState.CHARGING); } }