void Update() { if (Player.GetBattle() && !Battle) { Battle = true; } if (Battle) { if (!BattleStart) { BattleStarts(); } else { if (!Player.GetMyTurn() && PlayerTurn) { PlayerTurn = false; Enemy.SetMyTurn(true); waitTime = 3f; Enemy.TakeHit(Player.GetAttack()); } if (!Enemy.GetMyTurn() && !PlayerTurn) { PlayerTurn = true; Player.SetMyTurn(true); waitTime = 3f; Player.TakeHit(Enemy.GetAttack()); } waitTime -= Time.deltaTime; if (waitTime < 0) { if (PlayerTurn) { StartCoroutine(Player.Attack(Enemy.transform.position)); } else { StartCoroutine(Enemy.Attack(Player.transform.position)); } } } if (Player.GetDeath()) { Battle = false; BattleStart = false; Player.LeaveBattle(); Debug.Log("Player L0se"); } if (Enemy.GetDeath()) { Enemy.OnDeath += onEnemyDeath; } } }