public void Update_UnitMovement()
 {
     if (StateManagerScript.instance.currentTurnState == TurnsState.PlayerTurn && selectedUnit.MovementRemaining >= 0)
     {
         if (!selfHexSelectionInitiated)
         {
             if (movementActivated)
             {
                 if (!pathBegun)
                 {
                     pathBegun     = true;
                     movementDelay = 0;
                     selectedUnit.DoTurn();
                 }
             }
         }
         else
         {
             if (movementActivated)
             {
                 if (!pathBegun)
                 {
                     pathBegun     = true;
                     movementDelay = 0;
                     selectedUnit.SelfSelectedDoTurn(hexPath.ToArray());
                 }
             }
         }
     }
 }
Esempio n. 2
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 public void Update_UnitMovement()
 {
     if (movementActivated)
     {
         if (!pathBegun)
         {
             pathBegun     = true;
             movementDelay = 0;
             selectedUnit.DoTurn();
         }
     }
 }