virtual public void UpdateCharacter() { //If simulation is activated, do actions in order if (!rb.isKinematic) { if (actions.Count > actionsIterator) { if (finishedAction) { currentAction = actions[0]; currentActionValue = actionValues[0]; finishedAction = false; startAction = true; remainingCurrentActionTime = 255; if (currentAction.myCharacter != this) { currentAction.myCharacter = this; } currentAction.Execution(currentActionValue); } else { currentAction.Execution(currentActionValue); } } else if (actions.Count > 0) { if (!finishedAction) { currentAction.Execution(currentActionValue); } } } }