Quick answer: Run the victory/defeat check after every event that can change HP — direct hits, reflects, counters, and status ticks — not just after the player's chosen action.
Killing the final enemy with a reflected spell should win the fight. If the battle hangs instead, the win check is in the wrong place. Here is how to centralize it.
How to fix it
1. Centralize the end check
Create one CheckBattleEnd() and call it after any HP-changing event resolves, so every kill path triggers it.
2. Cover indirect deaths
Make sure reflect, counterattack, recoil, and poison-tick resolution all funnel through the same death and end-check code.
3. Guard against double-trigger
Set a battleOver flag the first time the check passes so simultaneous deaths do not fire victory twice.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.