IEnumerator ExecuteAsync() { //AI think delay yield return(new WaitForSeconds(_random.Next(1, 5) * .5f)); for (int i = 0; i < _fleets.Count; i++) { Plan(_fleets[i]); //for less static movement yield return(new WaitForSeconds(_random.Next(1, 5) * .1f)); } OverworldManager.EndCurrentTurn(); }
void MovePlayerFleet(Vector3 position) { PlayerData.fleet.Move(position); OverworldManager.EndCurrentTurn(); }