private void AttackOnClickedCube() { TurnMgr_State_ nextState = new TurnMgr_PlayerBegin_(owner, unit); owner.stateMachine.ChangeState( new TurnMgr_WaitSingleEvent_(owner, unit, EventMgr.Instance.onUnitIdleEnter, nextState, (param) => ((UnitStateEvent)param)._owner == unit), StateMachine <TurnMgr> .StateTransitionMethod.JustPush); unit.StopBlink(); List <Cube> cubesToAttack = MapMgr.Instance.GetCubes(unit.basicAttackSplash, cubeClicked); AttackCommand attackCommand; if (AttackCommand.CreateCommand(unit, cubeClicked, out attackCommand)) { unit.EnqueueCommand(attackCommand); } }