/* * Combat cycle is: Player turn, Minion turn, Enemy turn. Check if attacked party has dead members * after each opposing party member attacks. */ public void StateMachine() { switch (state) { case 0: { if (all[currentEntity].statusEffect[0] != null) { StatusEffect sf = all[currentEntity].statusEffect[0]; sf.Effect(); StartCoroutine(sf.ColorBlink()); } else { state = 1; StateMachine(); } break; } case 1: { ChooseMove(); break; } case 2: { break; } case 3: { DeadCheck(); break; } case 4: { state = 0; currentEntity = currentEntity == all.Length - 1 ? 0 : currentEntity + 1; StateMachine(); break; } } }