IEnumerator <YieldInstruction> WaitThenSetHealth(bool player) { Fade.SetActive(true); Fade.GetComponent <Animator>().Update(0); Fade.GetComponent <Animator>().SetTrigger("Fade"); GameManager.GameState = GameManager.eGameState.Playing; StartCoroutine(ScreenChanger.SetActiveWhenLoaded(ScreenChanger.FightScene)); while (!ScreenChanger.IsSceneLoaded(ScreenChanger.FightScene)) { yield return(null); } Fade.SetActive(false); if (player) { Debug.Log("test"); HealthLevels.Instance.CurrentEnemyHealth = HealthLevels.Instance.GetTotalEnemyHealth() - (2 * HealthLevels.Instance.GetTotalEnemyHealth()) / 10; } else { Debug.Log("boost"); HealthLevels.Instance.CurrentPlayerHealth = HealthLevels.Instance.GetTotalPlayerHealth() - (2 * HealthLevels.Instance.GetTotalPlayerHealth()) / 10; } gameObject.SetActive(false); VictoryChecker.EnemiesLeft--; }