public static Unit CreateNew(int unitType, Point2 location) { float movementPoints = Globals.Instance.UnitTypes[unitType].Moves; var unit = new Unit(unitType, location, movementPoints); CellVisibilitySetter.SetCellVisibility(unit.Location, Globals.Instance.GameWorld); return(unit); }
public void StartTurn() { List <Unit> units = new List <Unit>(_units.Count); foreach (Unit item in _units) { Unit unit = item.StartNewTurn(); units.Add(unit); CellVisibilitySetter.SetCellVisibility(unit.Location, Globals.Instance.GameWorld); } _units = units; _selectedUnitIndex = 0; }