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Question by lefk36 · Feb 02 at 02:36 PM · enumturn-basedtimer countdown

TIme based battle Turn System

Hello, I am trying to make a turn based system that relies on timers but Icannot get it to work. Can someone explain to me why the the enum states are not changing?

 public enum TurnState
 {
     Start,
     playerTurn,
     enemyTurn,
     winState,
     loseState
 }
 
 public class TurnSystem : MonoBehaviour
 {
     public TurnState m_turnState;
 
     //Counts the turn number
     [SerializeField]
     public /*static*/ int TurnCounter;
 
     //Counters for Enemy and player turns
     [Header("Turn Timers")]
     [SerializeField]
     private float enemyTurn_Time;
     private float enemy_startTime;
     [SerializeField]
     private  float enemyTimeReset;
     [SerializeField]
     private float playerTurn_Time;
     private float player_startTime;
     [SerializeField]
     private  float playerTimeReset;
     private bool useTimerEnemy;
     private bool useTimerPlayer;
 
     [Header("Player and enemy Prefabs and Positions")]
     [SerializeField]
     private Transform playerStart_Position;
     [SerializeField]
     private Transform enemyStart_Position;
     [SerializeField]
     private GameObject PlayerPref;
     [SerializeField]
     private GameObject EnemyPref;
 
     private void Awake()
     {
         useTimerEnemy = true;
         useTimerPlayer = true;
         TurnCounter = 0;
         m_turnState = TurnState.Start;
         enemy_startTime = Time.time;
         player_startTime = Time.time;
         
     }
 
     private void Update()
     {
         if(m_turnState == TurnState.Start)
         {
             m_turnState = TurnState.playerTurn;
         }
         if(m_turnState == TurnState.enemyTurn)
         {
             m_turnState = TurnState.enemyTurn;
             if (useTimerEnemy)
             {
                 enemyTurn_Time = enemyTimeReset;
                 TurnTime_Count_Enemy();
             }
         }
         else if (m_turnState == TurnState.playerTurn)
         {
             m_turnState = TurnState.playerTurn;
             if (useTimerPlayer)
             {
                 playerTurn_Time = playerTimeReset;
                 TurnTime_Count_Player();
             }
         }
     }
 
 
     private void TurnTime_Count_Enemy()
     {
        
             float elapsedTime = Time.time - enemy_startTime;
 
             //Converting actual Time
             int minutes = (int)((enemyTurn_Time - elapsedTime) / 60) % 60;
             int seconds = (int)((enemyTurn_Time - elapsedTime) % 60);
             //Displaying Time 
             string gameTimerString = string.Format("{0:0}:{1:00}", minutes, seconds);
             Debug.Log(gameTimerString);
 
             //Calculating Countdown
             if (elapsedTime >= enemyTurn_Time)
             {
                 TurnCounter++;
                 Debug.Log("Time is up for enemy");
 
             }
             if(minutes <=0 && seconds <= 0)
             {
                 elapsedTime = enemyTimeReset;
                 m_turnState = TurnState.playerTurn;
                 useTimerEnemy = false;
  
             }
 
     }
 
     private void TurnTime_Count_Player()
     {
        
             float elapsedTime = Time.time - player_startTime;
 
             //Converting actual Time
             int minutes = (int)((playerTurn_Time - elapsedTime) / 60) % 60;
             int seconds = (int)((playerTurn_Time - elapsedTime) % 60);
             //Displaying Time 
             string gameTimerString = string.Format("{0:0}:{1:00}", minutes, seconds);
             Debug.Log(gameTimerString);
 
             //Calculating CountDown
             if (elapsedTime >= playerTurn_Time)
             {
                 TurnCounter++;
                 Debug.Log("Time is up for player");
 
             }
             if(minutes <=0 && seconds <=0) 
             {
                 
                 m_turnState = TurnState.enemyTurn;
                 useTimerPlayer = false;
                 
             }
         
     }
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