public void Wait() { cursor.currSelectedChar.GetComponent <PlayerMovement>().wait = true; tileData.currMapCharPos[Mathf.RoundToInt(-cursor.currSelectedChar.transform.position.y + 0.5f), Mathf.RoundToInt(cursor.currSelectedChar.transform.position.x - 0.5f)] = 1; tileData.currMapCharPos[Mathf.RoundToInt(-cursor.currSelectedChar.GetComponent <PlayerMovement>().oldPos.y + 0.5f), Mathf.RoundToInt(cursor.currSelectedChar.GetComponent <PlayerMovement>().oldPos.x - 0.5f)] = 0; Debug.Log(tileData.currMapCharPos[4, 10] + " " + tileData.currMapCharPos[4, 12]); StartCoroutine(WaitForSetActive()); BSM.CheckPlayerWait(); tileData.DeselectMovement(); }