public void FinishTurn()
    {
        SeparatePanel.SetActive(false);
        MergePanel.SetActive(false);
        CityPanel.SetActive(false);

        FinishButton.SetActive(false);
        //PlayerTurn();
        enemigo.LlamarCorutinaEnemigo();
    }
 public void SeparateNewGroup(int num)
 {
     if (num < Groups[aux].GetComponent <PlayerStats>().numComponentesGrupo)
     {
         MergePanel.SetActive(false);
         GameObject Group = Instantiate(GroupPrefab, this.transform.position, Quaternion.identity);
         Group.GetComponent <PlayerStats>().numComponentesGrupo = num;
         Groups.Add(Group);
         Groups[aux].GetComponent <PlayerStats>().numComponentesGrupo -= num;
     }
 }
 public void Merge(Slider slider)
 {
     Group1.GetComponent <PlayerStats> ().numComponentesGrupo = (int)slider.value;
     Group2.GetComponent <PlayerStats>().numComponentesGrupo  = (int)slider.maxValue - (int)slider.value;
     if (Group1.GetComponent <PlayerStats>().numComponentesGrupo == 0)
     {
         Destroy(Group1);
     }
     if (Group2.GetComponent <PlayerStats>().numComponentesGrupo == 0)
     {
         Destroy(Group2);
     }
     MergePanel.SetActive(false);
 }
 public void MergeGroups(GameObject Group1, GameObject Group2)
 {
     Button.GetComponent <BottonScript>().Group1 = Group1;
     Button.GetComponent <BottonScript>().Group2 = Group2;
     MergePanel.SetActive(true);
     MergeSlider.value    = Group1.GetComponent <PlayerStats>().numComponentesGrupo;
     MergeSlider.maxValue = Group2.GetComponent <PlayerStats>().numComponentesGrupo + Group1.GetComponent <PlayerStats>().numComponentesGrupo;
     if (Group1.GetComponent <PlayerStats>().numComponentesGrupo == 0)
     {
         Destroy(Group1.gameObject);
         grid.NodeFromWorldPoint(Group2.transform.position).objectInNode = Group2;
     }
     else if (Group2.GetComponent <PlayerStats>().numComponentesGrupo == 0)
     {
         Destroy(Group2.gameObject);
         grid.NodeFromWorldPoint(Group1.transform.position).objectInNode = Group1;
     }
 }
    public void NextGroup()
    {
        SeparatePanel.SetActive(false);
        MergePanel.SetActive(false);
        aux = aux + 1;

        if (Groups.Count > aux)
        {
            if (Groups[aux] == null)
            {
                NextGroup();
            }
            UnitMovement.text = "";
            GameManager.GetComponent <MovingManager>().NewAssigmentGroup(Groups[aux]);
            Groups[aux].GetComponent <PlayerMovement>().NextTurn();
        }
        else
        {
            UnitPanel.SetActive(false);

            CityPanel.SetActive(true);
        }
    }