// Changes the phase and updates the UI as needed public static IEnumerator ChangeTurn() { UIMaster.SetActionPanel(false); yield return(AlterState()); // pauses before executing the rest of the code based on phase. if (PlayerMaster.PriorTurn == 0) { yield return(EndofRound()); } if (gP != GamePhase.Attack) { PlayerMaster.SwitchPlayer(); TopDownCamera.ChangePlayerCamera(); } UIMaster.ChangeDisplayedPlayer(); UIMaster.ChangePlayerDeploy(gP); UIMaster.DisplayState(gP, PlayerMaster.CurrentTurn); turnNum++; yield return(null); }