public void BeginTargettingForAction(int actionIndex) { SetSelectionLevel(MenuSelectionLevel.Target, true); switch (currentCategorySelection) { case CategorySelection.Attack: currentTargetingAction = currentFighter.FighterData.AttackList[actionIndex]; break; case CategorySelection.Item: break; case CategorySelection.Special: break; case CategorySelection.Tactics: break; } targetableFighters = BattleTargetting.GetTargettableFighters(currentFighter, currentTargetingAction.TargetData); if (currentTargetingAction.TargetData.TargetCount == BattleTargetting.TargetCount.Single) // single target { targetableFighters[0].SetAsTargeted(true); UpdateTargetedFighter(targetableFighters[0]); currentTargetSelectionIndex = 0; } else // Target all at once { for (int i = 0; i < targetableFighters.Count; i++) { targetableFighters[i].SetAsTargeted(true); } UpdateTargetedFighter(targetableFighters); } }