bool AttackCommand(Transform chess) { bool attackable = false; chess.GetComponent <CharacterSelect>().AttackRangeList.Clear(); Transform sel = decisions.GetAttackTarget(chess); if (sel != null) { AttackCalFX attackerCal = Camera.main.GetComponent <AttackCalFX>(); bool critiq = attackerCal.CalcriticalHit(chess, AttackType.physical); TurnHead th = Camera.main.GetComponent <TurnHead>(); th.SetTurnHeadSequence(chess, sel, true, false, critiq); attackable = true; } else { attackable = false; } return(attackable); }