public ActionAdvance(CombatUnit user, int speed, CombatManager mngr) : base(user, speed, mngr) { forewards = user.direction == Facing.FOREWARDS; int destinationLayer = user.GetDepth() + (forewards ? -1 : 1); succeding = destinationLayer <= manager.LevelMax && destinationLayer >= manager.LevelMin; animationLayer = forewards ? user.GetDepth() - 1 : user.GetDepth(); }