private void handleUnitAddedToCell(object obj, UnitArgs e)
 {
     if (e.Unit == this)             // I'm seeing my own move event.
     {
     }
     else             // Saw another Unit added to a CellComponent.
     {
         if (unitIsAnEnemy(e.Unit) && this.AttackStance == UnitAttackStance.Aggressive && this.actionQueue.GetChildren().Count == 0)
         {
             ModelComponent temp = Parent;
             while (!(temp is Gameworld))
             {
                 temp = temp.Parent;
             }
             AttackAction attackAction = new AttackAction(this, e.Unit, (Gameworld)temp);
             actionQueue.AddChild(attackAction);
         }
     }
 }
 private void handleUnitAddedToCell(object obj, UnitArgs e)
 {
     if (e.Unit == this) // I'm seeing my own move event.
     {}
     else // Saw another Unit added to a CellComponent.
     {
         if (unitIsAnEnemy(e.Unit) && this.AttackStance == UnitAttackStance.Aggressive && this.actionQueue.GetChildren().Count == 0)
         {
             ModelComponent temp = Parent;
             while (!(temp is Gameworld))
             {
                 temp = temp.Parent;
             }
             AttackAction attackAction = new AttackAction(this, e.Unit,(Gameworld)temp);
             actionQueue.AddChild(attackAction);
         }
     }
 }