public bool StoryCardDone() { if (isDoneStoryEvent) { //discard story card into story discard pile if (currentEvent != null) { List <Card> cards = new List <Card>(); cards.Add(currentEvent); GameUtil.DiscardCards(storyDeck, cards, storyDeckDiscardPileUIButton); // storyDeckDiscardPileUIButton.myCard = currentEvent; //storyDeckDiscardPileUIButton.ChangeTexture(); //storyDeck.discard.Add(currentEvent); } else if (currentQuest != null) { List <Card> cards = new List <Card>(); cards.Add(currentQuest); GameUtil.DiscardCards(storyDeck, cards, storyDeckDiscardPileUIButton); //storyDeckDiscardPileUIButton.myCard = currentQuest; //storyDeckDiscardPileUIButton.ChangeTexture(); //storyDeck.discard.Add(currentQuest); } else if (currentTournament != null) { List <Card> cards = new List <Card>(); cards.Add(currentTournament); GameUtil.DiscardCards(storyDeck, cards, storyDeckDiscardPileUIButton); //storyDeckDiscardPileUIButton.myCard = currentTournament; //storyDeckDiscardPileUIButton.ChangeTexture(); //storyDeck.discard.Add(currentTournament); } isDoneStoryEvent = false; currentEvent = null; currentQuest = null; currentTournament = null; //reset players participation GameUtil.ResetPlayers(players); UIUtil.EmptyPanel(questPanel); System.Array.Clear(queriedCards, 0, queriedCards.Length); //reset turn to draw new story card drawStoryCard = true; GameUtil.ToggleDeckAnimation(storyDeckUIButton, drawStoryCard); userInput.DeactivateUI(); // just in case UIUtil.UpdatePlayerTurn(this); // go to next turn return(true); } return(false); }