void RemoveOccupiedTiles(Dictionary <Vector3Int, Node> moves) { Dictionary <Vector3Int, Unit> units = unitsManager.GetAllPlayerUnits(); foreach (KeyValuePair <Vector3Int, Unit> unit in units) { if (moves.ContainsKey(unit.Key)) { moves.Remove(unit.Key); } } units = unitsManager.GetAllEnemyUnits(); foreach (KeyValuePair <Vector3Int, Unit> unit in units) { if (moves.ContainsKey(unit.Key)) { moves.Remove(unit.Key); } } units = unitsManager.GetAllNPCUnits(); foreach (KeyValuePair <Vector3Int, Unit> unit in units) { if (moves.ContainsKey(unit.Key)) { moves.Remove(unit.Key); } } }
void GetAIUnits() { units = new Queue <Unit>(); foreach (KeyValuePair <Vector3Int, Unit> unit in unitsManager.GetAllEnemyUnits()) { units.Enqueue(unit.Value); } }