void Choise() { Turn current_turn = new Turn(); current_turn.attack_name_unit = unit.unit_name; current_turn.AttackObj = this.gameObject; current_turn.TargetAttack = BSM.evil_units[UnityEngine.Random.Range(0, BSM.evil_units.Count)]; //current_turn.TargetAttack = AI.MakeAction(unit, BSM.hero_units, BSM.evil_units ); //current_turn.TargetAttack = AI.ChoiseEnemy(unit); //var enemy_unit = BSM.evil_units[UnityEngine.Random.Range(0, BSM.evil_units.Count)]; //enemy_unit.ApplyAbility(attack_ability); BSM.HistoryActions(current_turn); }