public void UpdateRangedAttack(GameManager gm) { if (TargetedDirection == Vector3Int.zero) { //not currently targeting return; } ClearRangedAttackIndicators(); Vector3Int pos = Vector3Int.FloorToInt(this.transform.position) + TargetedDirection; while (gm.Passable(pos, true)) { var indicator = Instantiate(RangedAttackIndicatorUI, pos, Quaternion.identity); RangedAttackIndicatorOverlays.Add(indicator); pos = pos + TargetedDirection; } TargetTile(pos); }