//public void SelectFirstValidUnit() //{ // Unit unit; // foreach (int ID in unit_IDs) // { // if (UnitManager.GetUnit(ID).GetState() == UnitState.State_Type.READYTOMOVE) // { // SelectionManager.Select(unit.GetCurrentTile()); // Camera.main.GetComponent<MainCamera>().MoveToTile(SelectionManager.GetSelectedTile()); // return; // } // } //} ////will delete the currently held unit if there is one //public void HoldUnit(Unit _unit) //{ // if (held_unit) // { // held_unit.Delete(); // } // held_unit = _unit; //} //public void DeleteHeldUnit() //{ // HoldUnit(null); //} //public void DropUnit() //{ // held_unit = null; //} // public List<Unit> GetAllUnits() // { // List<Unit> list = new List<Unit>(); // foreach (GameObject unit in GameObject.FindGameObjectsWithTag("Unit")) // { // list.Add(unit.GetComponent<Unit>()); // } // return list; // } //public static bool IsPlayerTurn() //{ // return (GameStateManager.GetGameState().player_info == G_CURRENT_PLAYER.info); //} //public static int CalculateSpeed(Info _info) //{ // switch (_info) // { // case Info.PLAYER1: // return G_PLAYERS[0].CalculateSpeed(); // case Info.PLAYER2: // return G_PLAYERS[1].CalculateSpeed(); // default: // return 0; // } //} // public int CalculateSpeed() // { // int total_speed = 0; // foreach(Unit _unit in units) // { // total_speed += _unit.GetModifiedSPD(); // } // return total_speed; // } public void PopulateArmyList() { UnitFactory.GenerateUnit(Unit.Type.ARCHER, type, false); UnitFactory.GenerateUnit(Unit.Type.KNIGHT, type, false); UnitFactory.GenerateUnit(Unit.Type.WARHOUND, type, false); UnitFactory.GenerateUnit(Unit.Type.WARHOUND, type, false); }