public void TriggerSelectedUnitMovement() { if (m_SelectedUnit == null) { return; } if (m_SelectedUnit.CanMove()) { m_SelectedUnit.CalculateMovementRange(true); } }
private void OnSelectedUnit(TacticsCharacter unit) { // Selectedunit state SetControllerState(TacticsPlayerControllerState.SelectedUnit); if (unit.CanMove()) { unit.CalculateMovementRange(true); if (unit.CanAttack()) { unit.CalculateAttackRangeWithVictimsOnly(true); } } else if (unit.CanAttack()) { unit.CalculateAttackRange(true); } else { TacticsGameManager.Instance.SelectNextUnit(); } }