// Called when the player's turn state changes private void TurnEvent(TurnManager.TurnState a_newState, int a_turnNumber) { if (a_newState == TurnManager.TurnState.start) { enemiesAlive = AI_controller.Agents; // Re-spawn at checkpoint if both are dead if (lightningDead && earthDead) { Manager.instance.CheckPointController.ResetToLastCheckPoint(); return; } myTurn = true; canInteract = true; if (!earthDead) { earthUnit.Refresh(); } if (!lightningDead) { lightningUnit.Refresh(); } if (selectedUnit != null && !selectedUnit.IsDead) { SelectUnit(selectedUnit); } else if (!earthDead) { SelectUnit(earthUnit); } else { SelectUnit(lightningUnit); } } else if (a_newState == TurnManager.TurnState.end) { myTurn = false; canInteract = false; RemoveHighlightedTiles(); DeselectUnit(); } }