Turn Based Game (Flood fill)

I am looking for a basic flood fill effect for a turn based game I am working on. Here is some code I am working on, I have distance, but I want to have a color for the radius the player can move suggestions?

public static class Util
{
	public static int ManhattanDist(MAP_COORD p1, MAP_COORD p2)
	{
		return (Mathf.Abs(p1.x - p2.x) + Mathf.Abs(p1.y - p2.y));
	}

	// The diagonal manhattan distance is the distance
	// between coordinates assuming we can traverse
	// the grid diagonally as well as orthogonally
	public static int DiagonalManhattanDist(MAP_COORD p1, MAP_COORD p2)
	{
		return (Mathf.Max(Mathf.Abs(p1.x - p2.x), Mathf.Abs(p1.y - p2.y)));
	}

}

Here is an example I am trying to recreate.

266475--9582--$screen_shot_2010_02_22_at_15141_pm_761.png

You could set up invisible bluish transparent planes over each tile and turn them on and off as necessary. It’s a pretty easy technique to set up inside the editor.

I have a highlight color setup at the gamemanager level, but how could I flood the tiles that are valid?

Currently I am using a Blob Shadow, but it does not calculate the the cost between the tiles.

Suggestions?

How is the grid of tiles implemented? I’m thinking it must be an array, but are the elements references to tile objects or integers denoting which tile appears at that place or something else? Also, is it a 1D or 2D array?