public void ConfirmAction(bool _isAttack = true)
    {
        List <Battler> targets = new List <Battler>();

        targets.Add(target);
        if (selectedAction.target == AttackTargeting.AllEnemy)
        {
            if (turnee.isAlly)
            {
                targets = enemyCharacters.Where(x => x.isAlive).ToList();
            }
            else
            {
                targets = playerCharacters.Where(x => x.isAlive).ToList();
            }
        }

        CommitAction(targets);

        // Advance the Battle
        turn++;
        //turnee.turnDelay += 100;

        DestroyTargets();
        PSS = PlayerSelectionStage.NewTurn;
        postActionTrigger = true;
        turnee.turnDelay += 100;
    }
 public void SelectAction(BattleAction _attack)
 {
     selectedAction = _attack;
     SetupTargets();
     PSS = PlayerSelectionStage.SelectTarget;
     DestroyMenu();
 }
    void SetupMenu()
    {
        ActionSelector newMenu = Instantiate(menuPrefab);

        newMenu.manager = this;
        newMenu.Setup(turnee);
        newMenu.transform.SetParent(mainCanvas.transform);
        newMenu.transform.localScale = new Vector3(1, 1, 1);
        //newMenu.transform.position = Camera.main.WorldToScreenPoint(turnee.transform.position);
        activeMenu = newMenu;

        PSS = PlayerSelectionStage.SelectAction;
    }
 public void RankChange()
 {
     SetupRankTargets();
     DestroyMenu();
     PSS = PlayerSelectionStage.SwapPositions;
 }
 void RestartSelection()
 {
     DestroyTargets();
     PSS = PlayerSelectionStage.SelectAction;
     SetupMenu();
 }