public void PassTurn() { if (State == FightState.Spawn) { _gridBhv.ResetAllCellsSpawn(); NextTurn(); } else { if (_currentPlayingCharacterBhv.Character.IsPlayer && State != FightState.PlayerTurn) { return; } foreach (var skill in _currentPlayingCharacterBhv.Character.Skills) { if (skill != null) { skill.OnEndTurn(); } } _currentPlayingCharacterBhv.ResetPa(); _currentPlayingCharacterBhv.ResetPm(); NextTurn(); } }