private void Update()
 {
     if (isActive)
     {
         List <List <Glyph> > rotationGrid  = curAbility.GetRotatedGrid();
         List <Vector4>       cellsToRender = new List <Vector4>();
         for (int y = 0; y < rotationGrid.Count; y++)
         {
             for (int x = 0; x < rotationGrid[y].Count; x++)
             {
                 if (rotationGrid[x][y])
                 {
                     cellsToRender.Add(new Vector4(x, y, 0, 0));
                     visualGrid[x][y].GetComponent <SpriteRenderer>().sprite = rotationGrid[x][y].sprite;
                 }
                 visualGrid[x][y].SetActive(true);
             }
         }
         Shader.SetGlobalVectorArray("cellsToRender", cellsToRender);
     }
 }
    IEnumerator Attack()
    {
        List <List <Glyph> >      rotatedAbilityGrid = new List <List <Glyph> >();
        List <List <Vector2Int> > nearbyIndices      = new List <List <Vector2Int> >();

        rotatedAbilityGrid = ability.GetRotatedGrid();
        nearbyIndices      = GameManager.Instance.gridManager.GetNearbyCellIndicesAsGrid(transform.position, 3);

        for (int i = 0; i < rotatedAbilityGrid.Count; i++)
        {
            for (int j = 0; j < rotatedAbilityGrid[i].Count; j++)
            {
                if (rotatedAbilityGrid[i][j] != null)
                {
                    GameManager.Instance.glyphManager.PlaceGlyph(rotatedAbilityGrid[i][j], nearbyIndices[i][j]);
                }
            }
        }

        attackGrid.DeactivateGrid();
        yield return(null);
    }