public void BeginTurn() { if (_IsDead) { _InMovePhase = false; _InAttackPhase = false; _AttacksLeftThisTurn = 0; _MovesLeftThisTurn = 0; _CurrentlyTakingTurn = true; turnManager._CurrentlyActiveUnit = this; _FullTurnCounter += 1000; turnManager.UpdateSidebarUi(); } else { Debug.Log($"UnitCharacter starting turn for {this.tag}"); _FullTurnCounter += _TurnCostStart; _InMovePhase = false; _InAttackPhase = false; _AttacksLeftThisTurn = _AvailableAttacksPerTurn; _MovesLeftThisTurn = _AvailableMovesPerTurn; _CurrentlyTakingTurn = true; turnManager._CurrentlyActiveUnit = this; unitMove.SetCurrentTile(); _Ui.UpdateCurrentCharacter(this); turnManager.UpdateSidebarUi(); } }