public void RemoveEnemy(EnemyStats _dead_enemie, Ability ability_stats, bool onGround) { enemy_spaces[_dead_enemie.GetPosition()] = false; theatre.KO_object(_dead_enemie.gameObject); enemies.Remove(_dead_enemie); if (currentTurn < 4 && ability_stats._typ == ability_typ.physical) { GoToPlayerTurn(); } else if (currentTurn >= 4) { currentTurn--; Change_turn_order(); Next_turn(); } else { // staies empty if everything work out Change_turn_order(); } if (enemy_Counter >= enemies.Count) { Start_turn_order(); Next_turn(); } if (enemies.Count <= 0) { WinState(); } }