public void ToggleTargetedUnitsPortrait(bool enable) { // Continue if active unit is an ally unit if (_combatManager.activeUnit.unitType == Unit.UnitType.ENEMY) { return; } if (enable) { #region Initialization bool allyTeam; if (_combatManager.activeUnit.unitType == Unit.UnitType.ALLY) { allyTeam = true; } else { allyTeam = false; } Image teamImage = allyTeam ? _allyTeamPortraitImage : _enemyTeamPortraitImage; #endregion for (int i = 0; i < _combatManager.CalculateTargetAmount(); i++) { SelectedUnitPortrait selectedUnitPortrait = _selectedUnitPortraits[i]; if (_combatManager.activeSkill.targetsAllowed == "Enemies") { selectedUnitPortrait.SetTargetUnitPortrait(_combatManager._enemies[i].portraitSprite, teamImage, _combatManager._enemies[i].curHealth, _combatManager._enemies[i].maxHealth, _combatManager._enemies[i].curMana, _combatManager._enemies[i].maxMana); } else if (_combatManager.activeSkill.targetsAllowed == "Allys") { selectedUnitPortrait.SetTargetUnitPortrait(_combatManager.activeRelic.portraitSprite, teamImage, _combatManager.activeRelic.curHealth, _combatManager.activeRelic.maxHealth, _combatManager.activeRelic.curMana, _combatManager.activeRelic.maxMana); } } } else { for (int i = 0; i < _selectedUnitPortraits.Count; i++) { _selectedUnitPortraits[i].ToggleUnitPortrait(false); } } }