IEnumerator ApplyStatuses() { // Apply buff and debuff yield return(StartCoroutine(_activeFighter.ApplyStatuses())); // IF a debuff killed the actual fighter we go back // to turn intialization if (_activeFighter.dead) { _actualPhase = CombatPhase.TURN_INIT; } else { if (!_activeFighter.isAI) { _actualPhase = CombatPhase.WAIT_PLAYER_ACTION_CHOICE; } else { _actualPhase = CombatPhase.AI_ACTION_PHASE; } } }