public void Update_UnitMovement() { if (StateManagerScript.instance.currentTurnState == TurnsState.PlayerTurn && selectedUnit.MovementRemaining >= 0) { if (!selfHexSelectionInitiated) { if (movementActivated) { if (!pathBegun) { pathBegun = true; movementDelay = 0; selectedUnit.DoTurn(); } } } else { if (movementActivated) { if (!pathBegun) { pathBegun = true; movementDelay = 0; selectedUnit.SelfSelectedDoTurn(hexPath.ToArray()); } } } } }
public void Update_UnitMovement() { if (movementActivated) { if (!pathBegun) { pathBegun = true; movementDelay = 0; selectedUnit.DoTurn(); } } }