private void UpdateAttackSignal() { var colour = _attackSignalImage.color; colour.a = 0; if (_enemy.AttackingThisBeat() && !_enemy.AttackingNextBeat()) { if (!_timeManager.AtHalfBeat) { //Fade off if not attack next turn colour.a = 1.0f - _timeManager.ProgressThroughBeat * 2; } } else { if (_enemy.AttackingNextBeat() && _timeManager.AtHalfBeat) { colour.a = ((_timeManager.ProgressThroughBeat - 0.5f) * 4); } } if (_enemy.AttackingThisBeat() && _enemy.AttackingNextBeat()) { colour.a = 1.0f; } _attackSignalImage.color = colour; }