// Use this for initialization
    void Start()
    {
        #region attemptAtStateMachine
        //PlayerAIs = new AIUnitScript[numberOfPlayers];
        //PlayerAIs[0] = null;
        //for (int i = 1; i < numberOfPlayers; i++)
        //{
        //    PlayerAIs[1] = new AIUnitScript_UtilityAI();
        //}
        #endregion
        goodness           = -Mathf.Infinity;
        enemyHealth        = 150f;
        overrideGoodness   = false;
        defenceTurnCounter = 0;

        shortestSquareResult = 0;

        currentTurnState = TurnsState.PlayerTurn;
        currentState     = States.WaitingForTurn;

        rows    = new List <int>();
        columns = new List <int>();

        movementActivated = false;
        pathBegun         = true;
        aiTurn            = false;

        endTurnTrue = false;
        instance    = this;
    }
    private void DoEndTurn()
    {
        if (hexes != null)
        {
            foreach (HexScript hex in hexes)
            {
                GameObject tempHexNeighbour_go = GameObject.Find("Hex_" + hex.C + "_" + hex.R);
                if (hex.movementCost == 1)
                {
                    tempHexNeighbour_go.transform.gameObject.GetComponentInChildren <MeshRenderer>().material.color = selectedHexesOriginalColor;
                }
            }
        }
        shortestSquareResult = 0;

        endTurnTrue  = false;
        endTurnDelay = 0;
        selectedHex  = null;

        rows    = new List <int>();
        columns = new List <int>();

        movementActivated = false;
        pathBegun         = true;
        aiTurn            = false;
        noCharacter       = false;

        turnNumber++;

        currentState = States.WaitingForTurn;

        if (currentTurnState == TurnsState.EnemyTurn_1 && MapGeneratorScript.instance.aiUnits.Count > 1)
        {
            currentTurnState = TurnsState.EnemyTurn_2;
            currentState     = States.Stalling;
            aiTurn           = true;
            endTurnTrue      = false;
        }
        else if (currentTurnState == TurnsState.EnemyTurn_2 && MapGeneratorScript.instance.aiUnits.Count > 2)
        {
            currentTurnState = TurnsState.EnemyTurn_3;
            currentState     = States.Stalling;
            aiTurn           = true;
            endTurnTrue      = false;
        }
        else
        {
            currentTurnState = TurnsState.PlayerTurn;
        }
    }
    public void ChangingTurnState()
    {
        //if (selectedAIUnit != null)
        //{
        //    if (turnNumber > 0 && selectedAIUnit.HitPoints > 10)
        //    {
        //        selectedAIUnit.HitPoints -= 33;
        //        enemyHealth = selectedAIUnit.HitPoints;
        //    }
        //    else
        //    {
        //        enemyHealth = selectedAIUnit.HitPoints;
        //    }
        //}

        currentTurnState = TurnsState.EnemyTurn_1;
        currentState     = States.Stalling;
        aiTurn           = true;
        endTurnTrue      = false;
    }
 public void ChangingTurnState()
 {
     currentTurnState = TurnsState.EnemyTurn_1;
 }
 // Use this for initialization
 void Start()
 {
     currentTurnState = TurnsState.PlayerTurn_1;
     instance         = this;
 }