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);
 }