void Update() { //Rotate health UI to camera rotation transform.GetChild(0).localEulerAngles = new Vector3(0, Camera.main.transform.root.GetChild(0).rotation.eulerAngles.y, 0); //HACK: AI Movement? if (isMyTurn && !mapConfig.turnSystem.playerTurn && unitConfig.actionPoints.CheckAvailableActions(unitConfig.unitClassStats.moveCost) && unitConfig.CheckUnitState(UnitConfig.UnitState.Idle)) { int currentActions = unitConfig.actionPoints.ReturnAvailableActions(); foreach (UnitConfig unit in unitConfig.mapConfig.turnSystem.playerUnits) { IsPlayerNextToMe(unit.tileX, unit.tileY); if (isAttacking) { break; } } if (!isAttacking) { FindClosestPlayerUnit(); } unitConfig.EnemyMoveNextTile(); if (currentActions == unitConfig.actionPoints.ReturnAvailableActions()) { unitConfig.actionPoints.SubtractAllActions(); } } if (isMyTurn && !unitConfig.actionPoints.CheckAvailableActions(1) && unitConfig.CheckUnitState(UnitConfig.UnitState.Idle)) { if (mapConfig.turnSystem.enemyUnits.Count > mapConfig.turnSystem.enemyIndex) { isAttacking = false; isMyTurn = false; mapConfig.turnSystem.StartNextEnemy(); } } }