public void TurnStart() { turnStartText.StartCoroutine(turnStartText.TurnStart()); if (playerTurn == (int)Player_Turn.mary) { playerMoves = playerMovesPerTurn; } else if (playerTurn == (int)Player_Turn.enemy) { lastMove.resetArray(); playerMoves = enemyMovesPerTurn; if (aiBehaviour.AIMode) { aiBehaviour.Behaviour(); } } foreach (Transform child in GameObject.Find("Spelplan").transform) { child.GetComponent <Owner>().skeletonMark = false; } maryDamageMultiplier = 1; enemyDamageMultiplier = 1; skeletonStaff.piecesToMarkLeft = skeletonStaff.piecesToMark; placeMode = false; canCashOut = true; if (firstTurn) { staffUsed = true; } else if (!firstTurn) { staffUsed = false; } ResetCanChange(); CharacterScaling(); CharacterDarkening(); NoMoreMoves(); Staff(); CheckCanCashOut(); UpdateBloodPoints(); UpdateMarkIndicators(); UpdateMarkedPiece(); guiManager.ButtonGlow(); }