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); }