IEnumerator C_StartBattle() // Start battle and pick a random attack until the hands are disabled { CenterHead.PlayClip(0, IntroRumble); CenterHead.WaveEffectObject(0, 0.1f, 10, 0, 0); CenterHead.MoveObjectToPoint(3, CenterStartingPosition, 1); CenterHead.StopWaveEffect(3); LeftArm.WaveEffectObject(0, 0.5f, 5, 0, 0); LeftArm.StopWaveEffect(2); LeftArm.MoveObjectToPoint(3, LeftArmStartingPosition, 1); RightArm.WaveEffectObject(0, 0.5f, 5, 0, 0); RightArm.StopWaveEffect(2); RightArm.MoveObjectToPoint(3, RightArmStartingPosition, 1); yield return(new WaitForSeconds(3f)); LeftArm.SetProjectile(0, KittenProjectile); RightArm.SetProjectile(0, KittenProjectile); // CenterHead.SetProjectile (0, KittenProjectile); yield return(new WaitForSeconds(1f)); // while((LeftArmObject != null) || (RightArmObject != null)) while ((LeftArmObject.activeInHierarchy) || (RightArmObject.activeInHierarchy)) { int RandomNumber = Random.Range(0, 5); // print(RandomNumber); switch (RandomNumber) { case 0: yield return(StartCoroutine(C_PawStomp(0))); break; case 1: yield return(StartCoroutine(C_PawShoot(0))); break; case 2: yield return(StartCoroutine(C_PawCombine(0))); break; case 3: yield return(StartCoroutine(C_SpinnyHands(0))); break; case 4: yield return(StartCoroutine(C_PawSlam(0))); break; } } yield return(StartCoroutine(C_HeadAttack(0))); yield return(null); }