void Update() { switch (state) { case "idle": break; case "attacking": counter += Time.deltaTime; if (counter >= actionDelay) { foreach (NodeController Node in AttackNodes) { Node.TriggerDamage(); } AttackNodes.Clear(); foreach (AICharacter character in TeamMembers) { character.clearAttackNodes(); } counter = 0f; state = "moving"; } break; case "moving": counter += Time.deltaTime; if (counter >= actionDelay) { Character character = TeamMembers[currentChar]; if (!character.knockedOut) { character.hunt(); character.hunt(); } currentChar += 1; counter = 0f; if (currentChar >= TeamMembers.Count) { currentChar = 0; state = "idle"; Game.AITurnOver(); } } break; } }