/// <summary>
    /// Delay the animations between attacking.
    /// </summary>
    /// <returns></returns>
    IEnumerator enemyAttack()
    {
        for (int i = 0; i < enemyUnits.Count; i++)
        {
            try
            {
                //Rotate towards a random target
                UnitComponent _unitComp = enemyUnits[i].unitComp;
                _unitComp.transform.LookAt(buildingHealth.transform.position);

                //Run attack animation
                enemyUnits[i].unitComp.gameObject.GetComponent <Animator>().Play("UnitAttack");
                //Play an appropriate sound
                //AudioManager.Instance.Play3DSound(SoundLists.weaponClashes, true, 1, enemyUnits[i].unitComp.gameObject, true, false, true);
                AudioManager.Instance.PlaySound("weaponClash" + Random.Range(1, 2), AudioLists.Combat, AudioMixers.Effects, true, true, false, enemyUnits[i].unitComp.gameObject, 0.5f);
            }
            catch { }
            yield return(new WaitForSeconds(Random.Range(0, 0.05f)));

            buildingHealth.takeDamage(enemyUnits[i].damage);
            yield return(new WaitForSeconds(Random.Range(0, 0.02f)));
        }
    }