private void FindAllPotentialTargets() { var tile = GameStateManager.Instance.GetActiveTile(); var currentPosition = tile.GetUnitPosition(attackerRecieved.gameObject); var positions = tile.GetPositions(); var allTargets = attackRecieved.FindTargetsInWeaponRange(attackerRecieved, currentPosition, positions); if (allTargets.Contains(defenderCurrent)) { var targetPosition = tile.GetUnitPosition(defenderCurrent.gameObject); var finalTargets = attackRecieved.FindTargetsOnNode(attackerRecieved, targetPosition, defenderCurrent); foreach (var target in finalTargets) { defensesToResolve.Add(target); target.ShowTargetableBrillance(); } } else { throw new System.Exception(); } }