} // end method RunPhase0 IEnumerator RunPhase1() { currentPhaseDone = false; UIControllerScript.EnableRollDiceButton(false); diceRollValue = 0; StartCoroutine("RunDiceRoll"); while (diceRollValue == 0) { yield return(new WaitForSeconds(.1f)); } CalcNewResources(); // should be a coroutine? UIControllerScript.EnableRollDiceButton(true); currentPhaseDone = true; } // end method RunPhase1