public void DetermineFormationGroup(WorldObject targetedWorldObject, Vector3 formationCenter)
    {
        Vector3        selectedCenter       = UnitsSelectedCenter();
        Vector3        connectingVector     = formationCenter - selectedCenter;
        Vector3        spacingVector        = Vector3.Scale(connectingVector.normalized, new Vector3(formationSpacing, 0, formationSpacing));
        Vector3        unitPosition1        = Vector3.zero;
        Vector3        unitPosition2        = Vector3.zero;
        Vector3        unitPosition3        = Vector3.zero;
        Vector3        unitPosition4        = Vector3.zero;
        List <Vector3> movePointAssignments = new List <Vector3> ();

        if (selectedObjects.Count == 1)
        {
            unitPosition1 = formationCenter;
        }
        if (selectedObjects.Count == 2)
        {
            if (targetedWorldObject != null)
            {
                spacingVector = Vector3.Scale(connectingVector.normalized, new Vector3(formationSpacing * 0.4f, 0, formationSpacing * 0.4f));
            }
            //IF HORIZONTAL
            unitPosition1 = formationCenter + Quaternion.Euler(0, 90, 0) * spacingVector;
            unitPosition2 = formationCenter + Quaternion.Euler(0, -90, 0) * spacingVector;
        }
        if (selectedObjects.Count == 3)
        {
            if (targetedWorldObject != null)
            {
                spacingVector = Vector3.Scale(connectingVector.normalized, new Vector3(formationSpacing * 0.5f, 0, formationSpacing * 0.5f));
                unitPosition1 = formationCenter;
                unitPosition2 = formationCenter + Quaternion.Euler(0, 70, 0) * spacingVector;
                unitPosition3 = formationCenter + Quaternion.Euler(0, -70, 0) * spacingVector;
            }
            else if (targetedWorldObject == null)
            {
                //IF TRIANGLE
                unitPosition1 = formationCenter + spacingVector;
                unitPosition2 = formationCenter + Quaternion.Euler(0, 90, 0) * spacingVector;
                unitPosition3 = formationCenter + Quaternion.Euler(0, -90, 0) * spacingVector;
            }
        }
        if (selectedObjects.Count == 4)
        {
            if (targetedWorldObject != null)
            {
                spacingVector = Vector3.Scale(connectingVector.normalized, new Vector3(formationSpacing * 0.5f, 0, formationSpacing * 0.5f));
                unitPosition1 = formationCenter + Quaternion.Euler(0, 90, 0) * spacingVector * 0.8f;
                unitPosition2 = formationCenter + Quaternion.Euler(0, -90, 0) * spacingVector * 0.8f;
                unitPosition3 = formationCenter + Quaternion.Euler(0, 70, 0) * spacingVector * 2.0f;
                unitPosition4 = formationCenter + Quaternion.Euler(0, -70, 0) * spacingVector * 2.0f;
            }
            else if (targetedWorldObject == null)
            {
                //IF SQUARE
                unitPosition1 = formationCenter + spacingVector;
                unitPosition2 = formationCenter + Quaternion.Euler(0, 90, 0) * spacingVector;
                unitPosition3 = formationCenter + Quaternion.Euler(0, -90, 0) * spacingVector;
                unitPosition4 = formationCenter - spacingVector;
            }
        }


        if (unitPosition1 != Vector3.zero)
        {
            movePointAssignments.Add(unitPosition1);
        }
        if (unitPosition2 != Vector3.zero)
        {
            movePointAssignments.Add(unitPosition2);
        }
        if (unitPosition3 != Vector3.zero)
        {
            movePointAssignments.Add(unitPosition3);
        }
        if (unitPosition4 != Vector3.zero)
        {
            movePointAssignments.Add(unitPosition4);
        }

        for (int i = 0; i < selectedObjects.Count; i++)
        {
            Mover mover = selectedObjects [i].GetComponent <Mover> ();
            if (mover)
            {
                mover.AddMoveTarget(null, movePointAssignments[i]);
            }
        }
    }