public void Move() { if (path.Count > 0) { tutTile t = path.Peek(); Vector3 target = t.transform.position; //target.y += halfHeight + t.GetComponentInChildren<Collider>().bounds.extents.y; // Needed incase we have multi sized tiles otherwise we would cache it target.y += .25f; //All we need if no jumping/falling // Jumping part starts at 14:00 in section 4 if (Vector3.Distance(transform.position, target) >= 0.25f) { CalculateHeading(target); SetHorizontalVelocity(); transform.forward = heading; transform.position += velocity * Time.deltaTime; } else { //Tile center reached transform.position = target; path.Pop(); } } else { RemoveSelectableTiles(); moving = false; unitAttack.BeginActionPhase(); } }