//UPDATE private void Update() { if (bossStats.health < (bossStats.maxHealth / 4) * 3 && !phase1) { //Craig Added learning BlockLearn.BlockLearn(); var results = BlockLearn.Classify(new List <string>() { "Hit", "Attack" }); var max = results.Keys.Min(); Debug.Log("The Max value is " + max); IncreaseAbilityDamage(max); phase1 = true; } else if (bossStats.health < (bossStats.maxHealth / 4) * 2 && !phase2) { //Craig Added learning BlockLearn.BlockLearn(); var results = BlockLearn.Classify(new List <string>() { "Hit", "Attack" }); var max = results.Keys.Min(); Debug.Log("The Max value is " + max); IncreaseAbilityDamage(max); phase2 = true; } else if (bossStats.health < (bossStats.maxHealth / 4) && !phase3) { //Craig Added learning BlockLearn.BlockLearn(); var results = BlockLearn.Classify(new List <string>() { "Hit", "Attack" }); var max = results.Keys.Min(); Debug.Log("The Max value is " + max); IncreaseAbilityDamage(max); phase3 = true; } }