protected override void Activated() { Ramses.Confactory.ConfactoryFinder.Instance.Get <ConCurrentPhase>().SetCurrentPhase(GamePhase.Turns); _cardInteractionTranslator.CardPlayRequestEvent += OnCardPlayRequestEvent; _cardInteractionTranslator.DrawCardsRequestEvent += OnDrawCardsRequestEvent; _coinTranslator.CoinRequestEvent += OnCoinRequestEvent; _skillTranslator.SkillUseRequestEvent += OnSkillUseRequestEvent; _conPlayer.RegisteredPlayerDisconnectedEvent += OnRegisteredPlayerDisconnectedEvent; _turnSystem.TurnStartedEvent += OnTurnStartedEvent; _turnSystem.TurnSystemEndedEvent += OnTurnSysemEndedEvent; _skillEffects.SkillEffectDoneEvent += OnSkillEffectDoneEvent; for (int i = 0; i < game.GamePlayers.Length; i++) { game.GamePlayers[i].PlayCardEvent += OnPlayCardEvent; game.GamePlayers[i].SkillPouch.SkillUsedEvent += OnSkillUsedEvent; _turnSystem.AddTurnTickets(game.GamePlayers[i].PlayerIndex); // Player index used as id because the index does not change on device change. _turnSystem.SetPriorityLevelOfTicket(game.GamePlayers[i].PlayerIndex, Enum.GetNames(typeof(Skill)).Length - Ramses.Confactory.ConfactoryFinder.Instance.Get <ConSkills>().GetIndexValueOfSkill(game.GamePlayers[i].SkillPouch.Skill)); } _turnSystem.StartTurnSystem(); Debug.Log("PlayerTurnsBlock Activated"); }
protected override void Activated() { //NextBlock(); // TODO: Make block functionality and run it before NextBlock call. //return; ConfactoryFinder.Instance.Get <ConCurrentPhase>().SetCurrentPhase(GamePhase.Skills); Debug.Log("Activated Skill: " + gameBlockInfo.SecondsForEachSkillSelectionTurn); _turnSystem.TurnStartedEvent += OnTurnStartedEvent; _turnSystem.TurnSystemEndedEvent += OnTurnSysemEndedEvent; PutSkillAsside(); // Puts random skill aside so the last player can choose from that skill or his own. for (int i = 0; i < game.GamePlayers.Length; i++) { game.GamePlayers[i].SkillPouch.SetSkill(Skill.None); game.GamePlayers[i].SkillPouch.SkillSetEvent += OnSkillSetEvent; _turnSystem.AddTurnTickets(game.GamePlayers[i].PlayerIndex); // TODO: Set priority level on who choses skills first. } _turnSystem.StartTurnSystem(); }