public void Update() { HealthLabel.text = "Player HP: " + Player.Health.ToString() + "/" + Player.MaxHealth.ToString(); EnemyHealthLabel.text = Enemy.Health.ToString() + "/" + Enemy.MaxHealth.ToString(); PlayerDamage.text = "Player Damage: " + Player.GiveDamage().ToString(); switch (state) { case BattleStates.Choose: if (Player.isBattleReady) { Enemy.RandomAttack(); Enemy.isBattleReady = true; state = BattleStates.Show; } break; case BattleStates.Show: Enemy.TakeDamage(Player.GiveDamage(), Player.Stance); if (Enemy.Health <= 0) { state = BattleStates.Victory; Enemy.gameObject.SetActive(false); break; } Player.TakeDamage(Enemy.Damage, Enemy.Stance); Debug.Log("Player: " + Player.GiveDamage().ToString() + " Stance: " + Player.Stance.ToString()); Debug.Log("Enemy: " + Enemy.GiveDamage().ToString() + " Stance: " + Enemy.Stance.ToString()); if (Player.Health <= 0) { state = BattleStates.Defeat; } else { state = BattleStates.Choose; } break; case BattleStates.Victory: EndBattle(); break; } }