void OnCellEnter(HexCell cell) { lastCell = currentCell; currentCell = cell; lastMove = GetMoveDirection(); if (!IsSlipping() && !IsBurning()) { TurnManager.TriggerNextTurn(); } if (level.level.cells[level.IndexOfCell(cell)] == "ice") { startSlip = Time.time; targetCell = level.GetAdjacentCell(currentCell, lastMove); } if (level.level.cells[level.IndexOfCell(cell)] == "fire" || level.level.cells[level.IndexOfCell(cell)] == "blockade") { startBurn = Time.time + 0.2f; targetCell = lastCell; } level.CheckLevelLoad(cell); EvaluateCombat(cell); }