private void OnSelectedUnit(TacticsCharacter unit)
 {
     // Selectedunit state
     SetControllerState(TacticsPlayerControllerState.SelectedUnit);
     if (unit.CanMove())
     {
         unit.CalculateMovementRange(true);
         if (unit.CanAttack())
         {
             unit.CalculateAttackRangeWithVictimsOnly(true);
         }
     }
     else if (unit.CanAttack())
     {
         unit.CalculateAttackRange(true);
     }
     else
     {
         TacticsGameManager.Instance.SelectNextUnit();
     }
 }
Esempio n. 2
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    public void TriggerSelectedUnitAttack()
    {
        if (m_SelectedUnit == null)
        {
            return;
        }

        if (m_SelectedUnit.CanAttack())
        {
            m_SelectedUnit.CalculateAttackRange(true);
        }
    }