private void OnAttackStateEnter() { if (AttackingTile != null) { AttackingTile.SetTileGameState(TileGameState.NotAvailable); } if (DefendingTile != null) { DefendingTile.SetTileGameState(TileGameState.NotAvailable); } attackStep = AttackStep.SelectTarget; if (!IsAttackPossible()) { GameStateMachine.Instance.DoTransition <ReceiveUnitsTransition>(); return; } defendingTiles = MarkAndGetDefenderTiles(); PlayerInput.Instance.TapEvent += OnTap; }
public void ResetTileStates() { AttackingTile.SetTileGameState(TileGameState.NotAvailable); DefendingTile.SetTileGameState(TileGameState.NotAvailable); }