public void Result(float warStartTime, EntityViewModel p, EntityView pV, ActionStyle action){
		float factor = 1.0f;
		float timeDiff = Time.time - warStartTime;
		/*
		if (action == ActionStyle.PIN){
			factor = 0.5f;
		}
		*/

		//AcionStyle
		/*
		if(action == ActionStyle.ASSAULT)
		{
			float prob = Random.value;

			if(prob >= 0.25f)
				p.Opponent.BattleState = BattleState.CONFUSING;
			else if(prob < 0.5 && prob >= 0.5f)
				p.BattleState = BattleState.CONFUSING;
			else if(prob < 0.5f && prob >= 0.75f)
			{
				p.BattleState = BattleState.CONFUSING;
				p.Opponent.BattleState = BattleState.CONFUSING;
			}

		}
		*/
		
		/*
		else if(action == ActionStyle.RAID)
		{
			float prob = Random.value; 

			if(prob >= 0.5f)
				p.Opponent.BattleState = BattleState.CONFUSING;
		}
		*/

		if(action == ActionStyle.FEINT)
		{
			if(timeDiff >= 1f)
			{
				p.TimeStarted = false;
				p.Counter++;
				return;
			}
		}


		else if(action == ActionStyle.PIN)
		{
			factor = 0.5f;
		}
		
		float health = p.Opponent.Health * Mathf.Pow (p.Opponent.noHurt, p.Health / (float)p.Opponent.Health);
		float d = p.Opponent.Health - Mathf.Pow (p.Opponent.noHurt + p.Opponent.hurt, p.Health / (float)p.Opponent.Health) * p.Opponent.Health;
		float ht = p.Opponent.Health - health - d;	
		p.Opponent.Dead = d * factor;
		p.Opponent.Hurt = ht * factor;
		//healthHistory [nextCnt] = (healthHistory [counter] - Mathf.RoundToInt(d  * factor) - Mathf.RoundToInt(ht*factor));
		p.Opponent.Health = (p.Opponent.Health - p.Opponent.Dead - p.Opponent.Hurt) >= 0.5 ? p.Opponent.Health - p.Opponent.Dead - p.Opponent.Hurt : 0;

		//if(p.Opponent.Health > 0)
			pV.AtkAndUpdateHealth();

		if (p.Opponent.Health <= 0) 
		{
			p.TimeStarted = false;
			return;
		}
		//Debug.Log (Name + " Health: " + healthHistory [Counter]);
		string colorTag = p.Name != "Soldier3" ? "<color=red>" :"<color=yellow>";
		colorTag = p.Name == "Soldier4" ? "<color=purple>" : colorTag;
		//call animation, but how to call the view???
		Debug.Log (colorTag + "Time</color> " + timeDiff + "s, " + p.Opponent.Name + " Results: " + health + " " + ht + " " + d + " <color=blue>Opponent.Counter:</color> " + p.Counter);
		Debug.Log (colorTag + "Time</color> " + timeDiff + "s, " + p.Opponent.Name + " Actual Results: " + p.Opponent.Health + " " + p.Opponent.Hurt + " " + p.Opponent.Dead + " Total: " + (p.Opponent.Health + p.Opponent.Hurt + p.Opponent.Dead));
		//Debug.Log (colorTag + "Round</color> " + roundCounter + ", " + p.Opponent.Name + " Results: " + health + "   " + ht  + "  " + d  + " <color=blue>Opponent.Counter:</color> " + p.Counter);
		//Debug.Log (colorTag + "Round</color> " + roundCounter + ", " + p.Opponent.Name + " Actual Results: " + p.Opponent.Health + "   " + p.Opponent.Hurt + "  " + p.Opponent.Dead + " Total: " + (p.Opponent.Health + p.Opponent.Hurt + p.Opponent.Dead));
		p.Counter++;
		}