public override void OnEnter() { //prepare the action m_SelectedAction = m_Behavior.GetRunSingleTurnState().GetSelectedAction(); m_SelectedAction.Prepare(); //show the attack name m_Behavior.m_UIEffects.StartAnimationShowAttackName(m_SelectedAction.ActionDescription.m_DisplayName); //apply attack cost m_SelectedAction.ActionDescription.m_Power.ApplyCost(m_SelectedAction.m_Pawn.GetComponent <PawnStatistics>()); }