void Update()
 {
     if (Turn.GetCurrentTurnType() == TurnType.RegularGame)
     {
         SetIsReady(IsUnitAbilityActive());
         if (_unitList.GetActiveUnit().GetComponent <Unit>().GetUnitAbility().GetAbilityType() != AbilityType.None)
         {
             ReloadSprite();
         }
     }
 }
 private bool IsUnitTurn()
 {
     return(_unitList.GetActiveUnit().GetComponent <Unit>().GetStatistics().team == team && Turn.IsUnitTurn(team) && _unitList.GetActiveUnit().GetComponent <Unit>().IsActive());
 }