public void RocketsActive() { //Debug.Log("Rockets"); if (jumpState) { JumpActive(); } else if (shieldState) { ShieldActive(); } else if (laserState) { LaserActive(); } if (turnManager.playerTurn && weaponState && !abilityUsed && turnManager.combatActive && (currentRocketReloadAmount >= rocketReloadTime || rocketState)) { playerFlats.Clear(); rocketState = !rocketState; //player.GetComponent<MovementController>().abilityActive = rocketState; abilityActive = rocketState; playerFlats = mapManager.GetFlats(rocketRange, gridLayout.WorldToCell(player.transform.position), false); mapManager.HighlightSet(playerFlats, rocketState); } }