//---------------------------------------------------------------------------------------------- private void CheckForAi() { // do any units for the current player need to use ai? foreach (Unit unit in UnitRoster.Units) { if (unit.UnitData.Owner == CurrentPlayer && !unit.HasActed && !unit.HasMoved) { currentAi = unit.GetComponent <AiController>(); if (currentAi != null) { currentAi.ExecuteTurn(); } } } }