public void StartTurn()
 {
     if (m_MovingDirection != E_Direction.None && !m_Enemy.IsMoving())
     {
         I_Tile currentTile = m_Enemy.GetTile();
         if (currentTile != null)
         {
             bool isPlayerAtNorth = currentTile.GetNeighbour(E_Direction.North).GetUnit() is UnitPlayer;
             bool isPlayerAtSouth = currentTile.GetNeighbour(E_Direction.South).GetUnit() is UnitPlayer;
             bool isPlayerAtEast  = currentTile.GetNeighbour(E_Direction.East).GetUnit() is UnitPlayer;
             bool isPlayerAtWest  = currentTile.GetNeighbour(E_Direction.West).GetUnit() is UnitPlayer;
             if (isPlayerAtNorth || isPlayerAtSouth || isPlayerAtEast || isPlayerAtWest)
             {
                 if (isPlayerAtNorth)
                 {
                     m_Enemy.TurnToward(E_Direction.North);
                     UnitPlayer player = currentTile.GetNeighbour(E_Direction.North).GetUnit() as UnitPlayer;
                     if (!player.IsAttackedByEnemy())
                     {
                         player.SetAttackingEnemy(m_Enemy);
                     }
                 }
                 else if (isPlayerAtSouth)
                 {
                     m_Enemy.TurnToward(E_Direction.South);
                     UnitPlayer player = currentTile.GetNeighbour(E_Direction.South).GetUnit() as UnitPlayer;
                     if (!player.IsAttackedByEnemy())
                     {
                         player.SetAttackingEnemy(m_Enemy);
                     }
                 }
                 else if (isPlayerAtEast)
                 {
                     m_Enemy.TurnToward(E_Direction.East);
                     UnitPlayer player = currentTile.GetNeighbour(E_Direction.East).GetUnit() as UnitPlayer;
                     if (!player.IsAttackedByEnemy())
                     {
                         player.SetAttackingEnemy(m_Enemy);
                     }
                 }
                 else if (isPlayerAtWest)
                 {
                     m_Enemy.TurnToward(E_Direction.West);
                     UnitPlayer player = currentTile.GetNeighbour(E_Direction.West).GetUnit() as UnitPlayer;
                     if (!player.IsAttackedByEnemy())
                     {
                         player.SetAttackingEnemy(m_Enemy);
                     }
                 }
             }
             else
             {
                 m_TimerMove -= Time.deltaTime;
                 if (m_TimerMove < 0)
                 {
                     List <E_Direction> directionsPossible = new List <E_Direction>();
                     if (m_MovingDirection != E_Direction.South && m_Enemy.CanMoveTo(E_Direction.North))
                     {
                         directionsPossible.Add(E_Direction.North);
                     }
                     if (m_MovingDirection != E_Direction.North && m_Enemy.CanMoveTo(E_Direction.South))
                     {
                         directionsPossible.Add(E_Direction.South);
                     }
                     if (m_MovingDirection != E_Direction.West && m_Enemy.CanMoveTo(E_Direction.East))
                     {
                         directionsPossible.Add(E_Direction.East);
                     }
                     if (m_MovingDirection != E_Direction.East && m_Enemy.CanMoveTo(E_Direction.West))
                     {
                         directionsPossible.Add(E_Direction.West);
                     }
                     if (directionsPossible.Count > 0)
                     {
                         m_MovingDirection = directionsPossible[Random.Range(0, directionsPossible.Count)];
                         m_TimerMove       = Random.Range(1.0f, 3.0f);
                     }
                 }
                 if (m_Enemy.CanMoveTo(m_MovingDirection))
                 {
                     m_Enemy.Move(m_MovingDirection);
                 }
                 else
                 {
                     if (!m_Enemy.GetTile().GetNeighbour(m_MovingDirection).IsWalkable() || m_Enemy.GetTile().GetNeighbour(m_MovingDirection).GetUnit() is UnitEnemy)
                     {
                         List <E_Direction> directionsPossible = new List <E_Direction>();
                         if (m_MovingDirection != E_Direction.North && m_Enemy.CanMoveTo(E_Direction.North))
                         {
                             directionsPossible.Add(E_Direction.North);
                         }
                         if (m_MovingDirection != E_Direction.South && m_Enemy.CanMoveTo(E_Direction.South))
                         {
                             directionsPossible.Add(E_Direction.South);
                         }
                         if (m_MovingDirection != E_Direction.East && m_Enemy.CanMoveTo(E_Direction.East))
                         {
                             directionsPossible.Add(E_Direction.East);
                         }
                         if (m_MovingDirection != E_Direction.West && m_Enemy.CanMoveTo(E_Direction.West))
                         {
                             directionsPossible.Add(E_Direction.West);
                         }
                         if (directionsPossible.Count > 0)
                         {
                             m_MovingDirection = directionsPossible[Random.Range(0, directionsPossible.Count)];
                         }
                     }
                 }
             }
         }
         else
         {
             TurnOrder.RemoveUnit(this);
         }
     }
 }