private void EndCombatPhase() { ResetMovementTiles(); //CheckForVictoryOrDefeat(); stateManager.phase = GameStateManager.GameState.MovementSelection; SetUnitMoved(); if (!unitsManager.AnyPlayerMovesLeft()) { unitsManager.PopulateUnitDicts(); unitsManager.ResetMoves(); stateManager.turn = GameStateManager.Turn.Enemy; } else { playerHasControl = true; } }