private void HandleOtherSelectionWhenActive(Transform selection)
 {
     if ((!CharacterUtilities.CharacterTargetsAllies(Transform)) && (!CharacterUtilities.CharactersAreAllies(Transform, selection)))
     {
         Debug.Log(Transform.name + ": targets HOSTILES - setting target to " + selection.name);
         _statusEventDispatcher.FireStatusEvent(selection, StatusMessage.EnemyActionTargetSelected);
         _statusEventDispatcher.FireStatusEvent(selection, StatusMessage.CharacterDeactivated);
     }
 }
        private void AttemptTargetAssignment(Transform requestingNpc)
        {
            List <Transform> targetList   = CharacterUtilities.CharacterTargetsAllies(requestingNpc) ? _allies : _enemies;
            Transform        actionTarget = SelectTarget(targetList, requestingNpc);

            if ((actionTarget != null) && (TargetAssignmentHandler != null))
            {
                Debug.Log("Assigning target " + actionTarget.name + " to " + requestingNpc.name);
                TargetAssignmentHandler(requestingNpc, actionTarget);
            }
        }
 private void HandleButtonEvent(string buttonName, bool isPressed)
 {
     if (SceneMovementButton.Movement_Buttons.Contains(buttonName))
     {
         _blockAction = isPressed;
         _fieldMovementController.IgnoreFieldClickEvents = isPressed;
         if (!CharacterUtilities.CharacterTargetsAllies(_transform))
         {
             _autoActionController.AutoActionDisabled = true;
         }
     }
 }
 private void HandleSelfSelection()
 {
     if (CharacterUtilities.CharacterTargetsAllies(_currentActiveCharacter))
     {
         Debug.Log(_currentActiveCharacter.name + ": targets FRIENDLIES - setting target to " + Transform.name);
         _statusEventDispatcher.FireStatusEvent(_currentActiveCharacter, StatusMessage.AlliedActionTargetSelected);
         _statusEventDispatcher.FireStatusEvent(_currentActiveCharacter, StatusMessage.CharacterDeactivated);
     }
     else
     {
         Debug.Log(Transform.name + " was set to active");
         _currentActiveCharacter = Transform;
         _statusEventDispatcher.FireStatusEvent(StatusMessage.CharacterActivated);
     }
 }