private void RedirectAttack(int damage, UnitStackBase source, DamageType damageType)
        {
            if (!protectorUnit.gameObject.activeInHierarchy)
            {
                return;
            }

            protectorUnit.GetDamaged(damage, source, damageType);
        }
        private void AttackUnit(UnitStackBase unit)
        {
            if (!unit.IsTargetableByAttack())
            {
                return;
            }

            int damage = activeUnit.GetAttackDamage();

            unit.GetDamaged(damage, activeUnit, DamageType.Physical);
            playerTurn = false;
            battleManager.EndTurn();
        }
 private void AttackUnit(UnitStackBase targetUnit)
 {
     targetUnit.GetDamaged(actingUnit.GetAttackDamage(), actingUnit, DamageType.Physical);
     battleManager.EndTurn();
 }
 private void MakeAChargedAttack(UnitStackBase targetUnit)
 {
     targetUnit.GetDamaged(CalculateDamage(), casterUnit, DamageType.Magical);
 }