private void StartNextTurn(int nextCharacterID, bool justStarted) { _currentState = States.TurnLoop_WaitTillNextCharSelected; _currentActionsStack.Clear(); _currentSlcCharacter = GetCharacter(nextCharacterID); if (Event_OnNextTurnStarted != null) { Event_OnNextTurnStarted(_currentSlcCharacter); } _battleLogic.FakeServer_StartNextTurn(nextCharacterID, _currentSlcCharacter.GetEligibleSpells(), _currentGeneratedAP); _currentGeneratedAP = 0; if (turnTime > 0) { StartTimer(); } DivineDebug.Log(_currentSlcCharacter.moniker.ToString()); }