public IEnumerator OnMagic(int selection) { if (b_isWounded) { spriteImage.material.color = clear; woundedImage.enabled = false; } magicImage.enabled = true; spriteImage.material.color = transparent; magicSound.Play(); switch (selection) { case 1: //PALADIN { magicPosition = new Vector2(715, 310); } break; case 2: //VALKYRIE { magicPosition = new Vector2(815, 418); } break; case 3: //SAGE { magicPosition = new Vector2(815, 210); } break; } magicInstance1 = (GameObject)Instantiate(magic1, magicPosition, Quaternion.identity); yield return(new WaitForSeconds(0.2f)); Destroy(magicInstance1); magicInstance2 = (GameObject)Instantiate(magic2, magicPosition, Quaternion.identity); yield return(new WaitForSeconds(0.2f)); Destroy(magicInstance2); magicInstance3 = (GameObject)Instantiate(magic3, magicPosition, Quaternion.identity); yield return(new WaitForSeconds(0.2f)); Destroy(magicInstance3); magicInstance4 = (GameObject)Instantiate(magic4, magicPosition, Quaternion.identity); yield return(new WaitForSeconds(0.2f)); Destroy(magicInstance4); yield return(new WaitForSeconds(1)); switch (selection) { case 1: //PALADIN { paladinController.StartCoroutine(paladinController.GuardUp()); } break; case 2: //VALKYRIE { StartCoroutine(GuardUp()); } break; case 3: //SAGE { sageController.StartCoroutine(sageController.GuardUp()); } break; } magic -= spell1; UpdateStats(); yield return(new WaitForSeconds(1)); magicImage.enabled = false; spriteImage.material.color = clear; if (b_isWounded) { spriteImage.material.color = transparent; woundedImage.enabled = true; } turnController.UpdateTurn(); }