private void ActivateSelectedCommand() { activePlayer = playerUnitsReadyToSelectCommand.Dequeue(); // Fill out the command with the current targets, // and send it back through the actor so that actor can update state. foreach (ActorCombatController target in currentTargets) { selectedCommand.AddTarget(target); } activePlayer.RegisterCommand(selectedCommand); // Mark selection and active player as null so we can move to next player. selectedCommand = null; activePlayer = null; currentTargets.Clear(); }