IEnumerator BattleDuration(float duration) { yield return(new WaitForSeconds(duration)); UITextTypeWriter Type = gameObject.GetComponent <UITextTypeWriter> (); MainMenuTxt MenTxt = Heart.GetComponent <MainMenuTxt> (); TalkBox TalkB = gameObject.GetComponent <TalkBox> ();//TalkBox MainMenuTxt Main = Heart.GetComponent <MainMenuTxt> (); HitSound Hs = Atk_0.GetComponent <HitSound> (); ItemUsage IU = ItemUsage.GetComponent <ItemUsage> (); Initialise_Button IB = NoLostFocus.GetComponent <Initialise_Button> (); //Attacks Atk = Attack.GetComponent<Attacks> (); InBattle = false; Fight.enabled = true; Fight.interactable = true; Act.enabled = true; Act.interactable = true; Mercy.enabled = true; Mercy.interactable = true; Item.enabled = true; Item.interactable = true; if (lastselect2.ToString() == "Fight") { Fight.Select(); } else if (lastselect2.ToString() == "Act") { Act.Select(); } else if (lastselect2.ToString() == "Item") { Item.Select(); } else if (lastselect2.ToString() == "Mercy") { Mercy.Select(); } Heart.transform.position = FightPos.position; //AtkDamage.Stop (); Atk_0.enabled = false; //BattleBg.enabled = false; TextBoxAnim.Play("TextBox1Reverse"); Hs.enabled = false; IU.Item1_2Finished = false; Main.Neutral += 1; TalkB.TalkingProgress = false; Attack.CancelSpawn = true; Attack.RemoveLaser(); //yield return true; }