void UnitDies(PlayableUnitBehaviour attackedTarget) { if (attackedTarget.isDead == false) { attackedTarget.SetDead(); } attackedTarget = null; return; }
void ClearUnit() { unitsCanAttack.Remove(selectedTarget.transform); distanceFromTarget = Mathf.Infinity; if (selectedTarget.isDead == false) { selectedTarget.SetDead(); } targetTransform = null; selectedTarget = null; closestObject = null; SetIdle(); }