void Update() { switch (turnState) { case Utils.TurnState.Party: if (enemyController.AllEnemiesDefeated() && battleController.GUIController.GuiState != Utils.GUIState.GameEnd) { Debug.Log("All enemies have been defeated"); battleController.GUIController.GuiState = Utils.GUIState.GameEnd; } if (partyController.IsPartyTapped()) { Debug.Log("Turn Switch: party to enemy"); turnState = Utils.TurnState.Enemy; } break; case Utils.TurnState.Enemy: /*if (enemyController.AreEnemiesTapped()) { * turnState = Utils.TurnState.Party; * }*/ Debug.Log("Turn Switch: enemy to party"); turnState = Utils.TurnState.Party; partyController.UntapParty(); break; default: break; } }