using Gameplay.Level; namespace Gameplay.Character { public partial class Character { protected override void _OnSelect() { // base._OnSelect(); var currentState = _downFSM?.currentState; if (currentState != null && runtimeData != null) { var targetPos = LevelManager.Instance.CurrentLevel.Map.TGSCellIndex2WorldPosition(controlData.targetCellIndex); var targetInfo = (currentState.id == EDownState.Move) ? new SelecterView.TargetInfo() { pos = targetPos } : null; SelecterView.Instance.SetSelectAndTarget(Node, targetInfo); } else { base._OnSelect(); } } } }