public ActionType ExecuteAction() { var actionType = unitTurnAction.ActionType; playerUnit.MoveByAction(unitTurnAction); Reset(); return(actionType); }
public IEnumerator PlayUnits(GridController grid, LevelController levelController, UIController uiController) { for (int i = ownedUnits.Count - 1; i >= 0; i--) { while (uiController.IsBattleReportActive) { yield return(null); } currentUnit = ownedUnits[i]; if (!currentUnit.HasActed && !levelController.LevelEnded) { var action = aiController.DetermineAction(currentUnit, enemyUnits, targetsToDestroy, grid, levelController); yield return(currentUnit.MoveByAction(action)); } } }