void Update() { if (Turn.GetCurrentTurnType() == TurnType.RegularGame) { SetIsReady(IsUnitAbilityActive()); if (_unitList.GetActiveUnit().GetComponent <Unit>().GetUnitAbility().GetAbilityType() != AbilityType.None) { ReloadSprite(); } } }
private bool IsUnitTurn() { return(_unitList.GetActiveUnit().GetComponent <Unit>().GetStatistics().team == team && Turn.IsUnitTurn(team) && _unitList.GetActiveUnit().GetComponent <Unit>().IsActive()); }