IEnumerator DelayForOperations()
    {
        yield return(new WaitForSeconds(1f));

        EnemyUnit enemy = combatManager.CurrentUnit.GetComponent <EnemyUnit>();

        if (enemy != null && !enemy.CheckIsKnockedDown())
        {
            enemy.Play(combatManager, uiCombat);
        }
        else if (enemy != null && enemy.CheckIsKnockedDown())
        {
            enemy.KnockDown(combatManager, uiCombat);
        }

        UI_Combat.instance.CurrentUIState = new UIState_Default(combatManager, UI_Combat.instance);
    }