void Update() { switch (currentState) { case (BattleStates.START): battleStartScript.PrepareBattle(); break; case (BattleStates.PLAYERCHOICE): break; case (BattleStates.ENEMYCHOICE): break; case (BattleStates.CALCDAMAGE): battleCalcScript.CalculatePlayerFunctionDamage(playerFunctionUsed); break; case (BattleStates.STATUSEFFECTS): break; case (BattleStates.LOSE): break; case (BattleStates.WIN): if (!hasAddedExp) { IncreaseExperience.AddExperience(); hasAddedExp = true; } GameObject.Find("Player").GetComponent <PlayerMovement>().CanMove = true; AutoFade.LoadLevel(GameInformation.CurrentRoom, 0, 1, Color.black); break; } }