private void Update() { RealTimeElapsed += Time.deltaTime; if (BattleData == null) { Debug.LogWarning("No battle data here, must be a test.", this); return; } CheckWinConditions(); if (turnIsDone) { //Debug.Log("Changing turns"); ChangeTurns(); turnIsDone = false; } if (isPlayerTurn && playerUnitCount == unitsDone) { doneButton.BrightenButton(); unitsDone++; //stupid, hacky, but efficient solution that prevents brightening the button in every frame even after it has already been brightened } else if (!isPlayerTurn && enemyUnitCount == unitsDone) { turnIsDone = true; } }