private void DrawTerrainChange(CustomSpriteBatch g, string Terrain, Texture2D Sprite, int X, int Y)
        {
            g.Draw(Sprite, new Vector2(X, Y), Color.White);
            g.DrawString(fntFinlanderFont, DicTerrainLetterAttribute[Terrain].ToString(), new Vector2(X + 25, Y + 4), Color.White);

            g.Draw(Sprite, new Vector2(X, Y + 46), Color.White);
            g.DrawString(fntFinlanderFont, SelectedUnit.TerrainLetterAttribute(Terrain).ToString(), new Vector2(X + 25, Y + 50), Color.White);
        }
        private void GoToPartChange()
        {
            CurrentMaxHP       = SelectedUnit.MaxHP;
            CurrentMaxEN       = SelectedUnit.MaxEN;
            CurrentMaxArmor    = SelectedUnit.Armor;
            CurrentMaxMobility = SelectedUnit.Mobility;
            CurrentMaxMV       = SelectedUnit.MaxMovement;

            SelectedUnit.ListTerrainChoices.Clear();
            SelectedUnit.ListTerrainChoices.AddRange(ListTerrainChoices);

            DicTerrainLetterAttribute.Clear();
            DicTerrainLetterAttribute.Add("Air", SelectedUnit.TerrainLetterAttribute("Air"));
            DicTerrainLetterAttribute.Add("Land", SelectedUnit.TerrainLetterAttribute("Land"));
            DicTerrainLetterAttribute.Add("Sea", SelectedUnit.TerrainLetterAttribute("Sea"));
            DicTerrainLetterAttribute.Add("Space", SelectedUnit.TerrainLetterAttribute("Space"));

            Stage = 0;
        }