public override void Enter() { base.Enter(); Debug.Log("ChoosePawnFacingState"); Position = CurrentPawn.Position; FacingOptions = Position.Adjacent(); Board.ActivateMovementTiles(FacingOptions); }
public override void Enter() { base.Enter(); Debug.Log("MovePawnState"); if (PointsInRange.Count == 0) { Owner.ChangeState <ChoosePawnFacingState>(); return; } Board.ActivateMovementTiles(PointsInRange); //GuiController.Panel.SetActive(true); //GuiController.UpdatePawnPanel(CurrentPawn); }