using System.Collections; using System.Collections.Generic; using Mirror; using UnityEngine; using UnityEngine.Events; using UnityEngine.Serialization; public class Unit : NetworkBehaviour { [SerializeField] private UnityEvent _onSelect; [SerializeField] private UnityEvent _onDeSelect; #region Client [Client] public void Select() { if (!isOwned) return; _onSelect?.Invoke(); } [Client] public void DeSelect() { if (!isOwned) return; _onDeSelect?.Invoke(); } #endregion }