public void CheckTurnEnd() { List <Unit> currentTurnUnits; switch (currentTurn) { case Faction.Player: currentTurnUnits = unitHandler.GetPlayerUnitsCopy(); break; case Faction.Enemy: currentTurnUnits = unitHandler.GetEnemyUnitsCopy(); break; default: return; } foreach (Unit unit in currentTurnUnits) { if (unit.GetReady()) { return; } } EndTurn(); }