public void StartPlayerTurn() { Debug.Log("Start Player Turn"); _playerTurn = true; // Party global effects //_partyManager.UpdateStartTurnGlobalEffects(); // Start turn status check List <BaseUnit> units = _partyManager.GetUnits(); for (int i = units.Count - 1; i >= 0; i--) { BaseUnit unit = units[i]; unit.ExecuteStartTurnStatuses(); } // Turn hand UI and cards on _hand.gameObject.SetActive(true); // Draw hand cards _hand.Deal(); // Enable battleground targeting _battleground.SetTargetShape(TargetShape.Single, TargetEntity.Enemy); _battleground.SetTargetTile(true); // Draw next AI cards and show them _aiManager.DealAICards(); _resourceManager.CalculateResources(); }