public override IEnumerator StartMyActivationCoroutine() { Ability strike = mySpellBook.GetAbilityByName("Strike"); Ability move = mySpellBook.GetAbilityByName("Move"); ActionStart: while (EventManager.Instance.gameOverEventStarted) { yield return(null); } SetTargetDefender(EntityLogic.GetClosestValidEnemy(this)); if (EntityLogic.IsAbleToTakeActions(this) == false) { LivingEntityManager.Instance.EndEntityActivation(this); } // Strike else if (EntityLogic.IsAbilityUseable(this, strike) && EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange)) { Action action = AbilityLogic.Instance.PerformStrike(this, myCurrentTarget); yield return(new WaitUntil(() => action.ActionResolved() == true)); yield return(new WaitForSeconds(1f)); goto ActionStart; } // Move else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) == false && EntityLogic.IsAbleToMove(this) && EntityLogic.CanPerformAbilityTwoAfterAbilityOne(move, strike, this) && EntityLogic.IsAbilityUseable(this, move) && EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this)) != null) { SetTargetDefender(EntityLogic.GetClosestEnemy(this)); Tile destination = EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this)); Action movementAction = AbilityLogic.Instance.PerformMove(this, destination); yield return(new WaitUntil(() => movementAction.ActionResolved() == true)); // small delay here in order to seperate the two actions a bit. yield return(new WaitForSeconds(1f)); goto ActionStart; } // Can't do anything more, end activation else { LivingEntityManager.Instance.EndEntityActivation(this); } }