public IEnumerator OneSettlerPerTile()
    {
        m_player.AddUnitToPlayer(m_settlerUnitPrefab, new MapIndex(2, 1));

        SettlerUnit settlerUnit2 = m_player.GetUnits()[m_player.GetUnits().Count - 1].GetComponent <SettlerUnit>();

        Assert.True(settlerUnit2.GetCurrentTile() == m_mapGrid.GetTile(new MapIndex(2, 1)));

        m_player.SelectUnit(new MapIndex(2, 1));
        m_player.SelectUnit(m_settlerUnit.GetCurrentTile().GetTileID());

        Assert.True(m_settlerUnit.GetCurrentTile() != settlerUnit2.GetCurrentTile());

        yield return(null);
    }
    public IEnumerator MovementTest()
    {
        Tile startTile = m_mapGrid.GetTile(new MapIndex(1, 1));

        m_settlerUnit.SetCurrentTile(startTile);
        m_player.SelectUnit(new MapIndex(1, 1));
        m_player.SelectUnit(new MapIndex(3, 1));

        m_player.TurnEnd();

        Tile endTile = m_settlerUnit.GetCurrentTile();

        Assert.True(startTile != endTile);
        Assert.True(endTile == m_mapGrid.GetTile(new MapIndex(3, 1)));

        yield return(null);
    }