public TBGActionAttackMelee(int playerOwner, int unitIndex,
     BoardGame.BoardPath path,
     int damage,
     int targetUnitIndex,
     Basic.Vec2Int targetUnitPos,
     bool isTargetDead)
     : base(playerOwner, unitIndex)
 {
     _path = path;
     _damage = damage;
     _targetUnitIndex = targetUnitIndex;
     _targetUnitPos = targetUnitPos;
     _isTargetDead = isTargetDead;
 }
 public TBGActionAttackRanged(int playerOwner, int unitIndex,
     Basic.Vec2Int posFrom,
     int damage,
     int targetUnitIndex,
     Basic.Vec2Int targetUnitPos,
     bool isFullDamage,
     bool isTargetDead)
     : base(playerOwner, unitIndex)
 {
     _posFrom = posFrom;
     _damage = damage;
     _targetUnitIndex = targetUnitIndex;
     _targetUnitPos = targetUnitPos;
     _isFullDamage = isFullDamage;
     _isTargetDead = isTargetDead;
 }