private void OnTurnBegun(TurnBegun e) { var newTurnIsFriendly = e.Character.IsFriendly; if (!_isFriendlyTurn && newTurnIsFriendly) { Sound.SoundEffect("SFX/turn-start.wav", DefaultVolume).Play(); } _isFriendlyTurn = newTurnIsFriendly; }
// </public> <protected> protected virtual void OnTurnBegun(TurnBegunEventArgs e = null) => TurnBegun?.Invoke(this, e ?? new TurnBegunEventArgs(TurnCounter, currentPieces));
private void OnTurnBegun(TurnBegun e) => e.Character.Notify(e);
internal void Notify(TurnBegun e) { State.IsHiding = false; State.IsOverwatching = false; State.OverwatchedTiles = new Dictionary <Point, ShotCoverInfo>(); }