public IMissionState Execute() { ControllRestrictions(); if (result != null) { return(result); } Debug.Log("PA: " + playerMachine.playerData.points); playerMachine.ExecuteStateLogic(); playerMachine.playerData.weapons = new IPS_Functions.Weapons(playerMachine.playerData.character); Inputs(); GUI_Update(); if (playerMachine.playerData.isEndTurn && playerMachine.playerData.agent.isStopped) { return(new IMS_NextCharacter()); } return(null); }