IEnumerator EndTurn() { //wait 3 seconds for the previous text to clearly show yield return(oneSec); yield return(oneSec); yield return(oneSec); //find who was the player that won if (vPlayer == null) //if our function returned a null { //that means it's a draw levelUI.AnnouncerTextLine1.text = "Draw"; levelUI.AnnouncerTextLine1.color = Color.blue; } else { //else that player is the winner levelUI.AnnouncerTextLine1.text = vPlayer.playerId + " Wins!"; levelUI.AnnouncerTextLine1.color = Color.red; } //wait 3 more seconds yield return(oneSec); // yield return oneSec; // yield return oneSec; //check to see if the victorious player has taken any damage /*if (vPlayer != null) * { * //if not, then it's a flawless victory * if (vPlayer.playerStates.health == 100) * { * levelUI.AnnouncerTextLine2.gameObject.SetActive(true); * levelUI.AnnouncerTextLine2.text = "Flawless Victory!"; * } * }*/ //wait 3 seconds yield return(oneSec); yield return(oneSec); yield return(oneSec); currentTurn++;//add to the turn counter /*if (!matchOver) * { * StartCoroutine("InitTurn"); // and start the loop for the next turn again * }*/ for (int i = 0; i < charM.players.Count; i++) { charM.players[i].score = 0; charM.players[i].hasCharacter = false; } if (charM.solo) { if (vPlayer == charM.players[0]) { sceneManager.RequestLevelLoad(SceneType.prog, "StageSelect"); Debug.Log("GoToLoading"); } else if (vPlayer == charM.players[1]) { sceneManager.RequestLevelLoad(SceneType.main, "GameOver"); } else { sceneManager.RequestLevelLoad(SceneType.main, "GameOver"); } } else { sceneManager.RequestLevelLoad(SceneType.main, "WinScreen"); } }