There is no place in the code where the second enemy checks if the first is done. Enemy turns are controlled by a state machine in EnemyAI.cs
.
The enemies are in a ‘wait’ state until it becomes their turn, at which point it transitions to a ‘Taking Turn’ state. Here, the first enemy will do 1 action. While it is doing this action, the state transitions to ‘Busy’. When this action is complete, state goes back to ‘Taking Turn’ and, if possible, the first enemy will do a second (and third, etc) action until it has no more action points left. Then the second enemy will start this process. Once all the enemies are done, the state will go back to ‘wait’.
This is where you may want to check your code. The state machine transitions from ‘busy’ to ‘taking turn’ when the action completes and executes the onActionComplete
action that was passed to the selected action. If your second enemy starts an action early, it’s probably because the state has transitioned back to ‘taking turn’ before the action was completed, or possibly didn’t transition to ‘busy’ at all