private IEnumerator InputEnemyAttributes(EchelonBehavior behavior) { enemyCreatorHolder.SetActive(true); creatingNewEnemy = false; while (!creatingNewEnemy) { yield return(new WaitForEndOfFrame()); } if (enemyCreator.GetEnemyID().Length > 0) { behavior.SetID(int.Parse(enemyCreator.GetEnemyID())); } behavior.SetFaction(enemyCreator.GetEnemyFaction()); behavior.GetComponent <Image>().sprite = enemyCreator.GetChosenSprite(); enemyCreator.ResetInputField(); enemyCreatorHolder.SetActive(false); }