void aiShip_OnShipMouseEnter(AI_Ship ship)
 {
     if(AIShipIsInMaxRange(ship))
     {
         combatInterface.SetCursorType(CursorType.Attack);
     }
     else
     {
         combatInterface.SetCursorType(CursorType.Invalid);
     }
     ship.ShowHPBars(true);
 }
 void aiShip_OnShipClick(AI_Ship ship)
 {
     if (AIShipIsInMaxRange(ship))
     {
         Debug.Log("on Ship click " + ship);
         TutorialSystem.Instance.ShowTutorial(TutorialSystem.TutorialType.ClickEnemyToEngage, false);
         combatInterface.SetCursorType(CursorType.Default);
         ship.ShowHPBars(false);
         targetShip = ship;
         ChangeState(PlayerState.TargetingEnemy);
     }
 }
 void aiShip_OnShipMouseExit(AI_Ship ship)
 {
     combatInterface.SetCursorType(CursorType.Default);
     ship.ShowHPBars(false);
 }
 void aiShip_OnShipMouseEnter(AI_Ship ship)
 {
     if (!startTargetingSequence)
     {
         combatInterface.SetCursorType(CursorType.Attack);
         ship.ShowHPBars(true);
     }
 }
 void aiShip_OnShipClick(AI_Ship ship)
 {
     combatInterface.SetCursorType(CursorType.Default);
     startTargetingSequence = true;
     targetShip = ship;
     Debug.Log("on Ship click " + ship);
     ship.ShowHPBars(false);
 }