public void ProcessTurn() { //We attack the unit until it is killed evenif it means chasing it accross the map. if (m_targetObj != null && m_targetObj.tag == "CombatUnit") { Unit targetUnit = m_targetObj.GetComponent <Unit>(); Tile targetTile = targetUnit.GetCurrentTile(); m_unit.SetPath(m_playerAI.m_mapGrid.CreatePath(m_unit.GetCurrentTile(), targetTile, m_unit), targetTile); m_targetTile = targetTile; } else { switch (m_playerAI.GetUnitTactic()) { case UnitTactic.Attack: AttackCity(); break; case UnitTactic.Defend: DefendCity(); break; case UnitTactic.None: //We defend a city even if we do not have a tactic as there is nothing else to do. DefendCity(); break; default: break; } } }