private void HandleEndTurnButtonPress(object sender, SinglePressEventArgs eventArgs) { //end turn sanity check: player MUST have a unit on board. if there isn't one, put one on the board. //the player should ALWAYS have AT LEAST one unit. if (grid.CountPlayerUnitsOnGrid(turnPlayer.Id) == 0) { Unit unitToMove = turnPlayer.GetBenchUnits().Where(unit => unit != null).First(); Vector3 location = turnPlayer.GetRandomPositionInHalf(); unitToMove.RemoveFromBench(turnPlayer); unitToMove.AddToGrid(grid, location); } GameStateManager.Instance.PopState(); }
private void HandleAbilityButtonPress(object sender, SinglePressEventArgs eventArgs) { turnPlayer.PerformAbility(grid); }
private void HandleLevelUpCapPress(object sender, SinglePressEventArgs eventArgs) { turnPlayer.IncreaseUnitCap(); }
private void HandlePassTurnButtonPress(object sender, SinglePressEventArgs eventArgs) { GameStateManager.Instance.PopState(); }