private void Update() { if (isBattleActive) { if (isAttackActive) { timeSinceActionStart += Time.deltaTime; if (timeSinceActionStart >= timeToAct) { skillCooldown[currentAttack] = Time.time; CheckEffectActivation(true); CheckFullnessModifier(); isAttackActive = false; timeSinceLastAttack = 0; } return; } else if (isEatingActive) { timeSinceActionStart += Time.deltaTime; if (timeSinceActionStart >= timeToAct) { inventory.RemoveFromSlot(consumedItem[0], consumedItem[1]); fullness.EatFood(currentFood, consumedItem[1]); CheckFullnessModifier(); CapacityExpansionCheck(); isEatingActive = false; timeSinceLastAttack = 0; } return; } timeSinceLastAttack += (actionRecovery * actionModifier) * Time.deltaTime; DecideNextAction(); UpdateActionBar(); } editorAtkView = atkQueue.ToArray(); }