/// <summary>
        /// Highlights any units that must be attacked this turn.  Returns true if it finds units
        /// The shouldHighlight flag is needed because if being called by the AI units shouldn't be highlighted
        /// </summary>
        /// <param name="attackingNationality"></param>
        /// <param name="hex"></param>
        /// <param name="shouldHighlight"></param>
        private static bool HighlightUnitsThatMustBeAttacked(GlobalDefinitions.Nationality attackingNationality, GameObject hex, bool shouldHighlight)
        {
            bool foundUnit = false;

            foreach (HexDefinitions.HexSides hexSide in Enum.GetValues(typeof(HexDefinitions.HexSides)))
            {
                if ((hex.GetComponent <HexDatabaseFields>().Neighbors[(int)hexSide] != null) &&
                    (hex.GetComponent <HexDatabaseFields>().Neighbors[(int)hexSide].GetComponent <BooleanArrayData>().exertsZOC[GlobalDefinitions.ReturnHexSideOpposide((int)hexSide)] == true) &&
                    (hex.GetComponent <HexDatabaseFields>().Neighbors[(int)hexSide].GetComponent <HexDatabaseFields>().occupyingUnit.Count > 0) &&
                    (hex.GetComponent <HexDatabaseFields>().Neighbors[(int)hexSide].GetComponent <HexDatabaseFields>().occupyingUnit[0].GetComponent <UnitDatabaseFields>().nationality != attackingNationality))
                {
                    foreach (GameObject unit in hex.GetComponent <HexDatabaseFields>().Neighbors[(int)hexSide].GetComponent <HexDatabaseFields>().occupyingUnit)
                    {
                        if (!unit.GetComponent <UnitDatabaseFields>().isCommittedToAnAttack)
                        {
                            foundUnit = true;
                            if (shouldHighlight)
                            {
                                GlobalDefinitions.HighlightUnit(unit);
                            }
                        }
                    }
                }
            }

            // Need to do a special case check here for being on a sea hex, the invasion target will be a mustBeAttacked even if it is a fortress
            if (hex.GetComponent <HexDatabaseFields>().sea&& hex.GetComponent <HexDatabaseFields>().invasionTarget.GetComponent <HexDatabaseFields>().fortress)
            {
                // Any units in a fortress that has units attacking from the sea will should be attacked
                foreach (GameObject unit in hex.GetComponent <HexDatabaseFields>().invasionTarget.GetComponent <HexDatabaseFields>().occupyingUnit)
                {
                    if (!unit.GetComponent <UnitDatabaseFields>().isCommittedToAnAttack)
                    {
                        foundUnit = true;
                        if (shouldHighlight)
                        {
                            GlobalDefinitions.HighlightUnit(unit);
                        }
                    }
                }
            }

            return(foundUnit);
        }