//Checks if the cursor is on any unit void CheckForUnit() { mousePos.z = 0; curUnit = unitControl.GetClosest(mousePos); if (curUnit == null) { uiControl.overUnit = false; return; } uiControl.overUnit = true; }
//Checks if the cursor is on any unit void CheckForUnit() { mousePos.z = 0; curUnit = unitControl.GetClosest(mousePos); if (curUnit == null) { uiControl.overUnit = false; return; } uiControl.overUnit = true; }