public override void TurnStart()
        {
            IsPlayerCanTurn = true;
            AllyCells       = UnitCells
                              .Where(x => x.Unit != null)
                              .Where(x => x.Unit.Team == BattleUnitTeamType.Ally)
                              .Where(x => x.Unit.IsAlive)
                              .ToList();

            EnemyCells = UnitCells
                         .Where(x => x.Unit != null)
                         .Where(x => x.Unit.Team == BattleUnitTeamType.Enemy)
                         .Where(x => x.Unit.IsAlive)
                         .ToList();

            SetTargets();
        }
        public void CreateUnitsCell()
        {
            var allyUnits = _battleController.UnitsList
                            .Where(x => x.Team == BattleUnitTeamType.Ally)
                            .ToList();

            for (var i = 1; i <= 4; i++)
            {
                var cell = _battleUnitCellFactory.Create(allyParent);
                var unit = allyUnits.FirstOrDefault(x => x.Place == i);
                if (unit != null)
                {
                    cell.SetUnitData(unit);
                }
                else
                {
                    cell.ResetUnitData();
                }

                UnitCells.Add(cell);
            }

            var enemyUnits = _battleController.UnitsList
                             .Where(x => x.Team == BattleUnitTeamType.Enemy)
                             .ToList();

            for (var i = 1; i <= 4; i++)
            {
                var cell = _battleUnitCellFactory.Create(enemyParent);
                var unit = enemyUnits.FirstOrDefault(x => x.Place == i);
                if (unit != null)
                {
                    cell.SetUnitData(unit);
                }
                else
                {
                    cell.ResetUnitData();
                }

                UnitCells.Add(cell);
            }

            _battleController.TurnStart();
        }
 public void TurnStart()
 {
     ActiveCell = UnitCells.First(x => x.Unit == _battleController.UnitsList[0]);
     ActiveCell.TurnStart();
 }