private List <IAction> Update(ICombatAction action) { List <IAction> results = new List <IAction>(); results.Add(action); action.CalculateEffect(); if (action.EndsEntityTurn()) { _entityTurn++; if (isEnemyTurn()) { foreach (ICombatAIEntity enemy in EnemyTeam) { ICombatAction enemyAction = enemy.CombatAIComponent.GenerateCombatAction(enemy, PlayerTeam); enemyAction.CalculateEffect(); results.Add(enemyAction); } _entityTurn = 0; } } return(results); }