//This needs sorting out. public IEnumerator KO() { Initiative.queuedActions++; CombatLog.UpdateCombatLog(name + " KOed."); onKO(this); unitAnim.SetBool("dead", true); yield return(new WaitForSeconds(unitAnim.GetCurrentAnimatorStateInfo(0).length + 2)); gameObject.GetComponent <TacticsMovement>().currentTile.occupant = null; //Tell the initiative order to remove this unit. Initiative.RemoveUnit(this); }