void CompleteSelection_Multi() { Vector2 minVect = unitSelectionArea.anchoredPosition - (unitSelectionArea.sizeDelta / 2); Vector2 maxVect = unitSelectionArea.anchoredPosition + (unitSelectionArea.sizeDelta / 2); foreach (var unit in player.GetUnits()) { // aleady selected? if (SelectedUnits.Contains(unit)) { continue; } Vector3 screenPosition = mainCamera.WorldToScreenPoint(unit.transform.position); if (screenPosition.x > minVect.x && screenPosition.x < maxVect.x && screenPosition.y > minVect.y && screenPosition.y < maxVect.y) { SelectedUnits.Add(unit); unit.Select(); } } }