private void CalculatePossibleEnemyMoves() { pathfinding.ClearPossibleEnemyMoves(); for (int x = 0; x < map.width; x++) { for (int y = 0; y < map.height; y++) { Tile currentTile = map.GetTile(x, y); if (currentTile.unit && currentTile.unit.controllingPlayer != currentPlayer) { pathfinding.CalculateEnemyPathsAndSetStates(currentTile); } } } }