//Give the board a tenet during the draft. The tenet is face-down initially public void GiveTenet(TenetCard tenet) { //Turn the tenet face-down tenet.SetFaceUp(false); //Push it onto your board for (int i = 0; i < selectedTenets.Length; i++) { if (selectedTenets[i] == null) { selectedTenets[i] = tenet; } } }
//Return rejected cards public TenetCard[] GiveTenetOptions(TenetCard[] givenTenets) { //Just pick the first three for now for (int i = 0; i < Board.MAX_TENETS; i++) { board.GiveTenet(givenTenets[i]); } //Collect the rejected tenets TenetCard[] rejectedTenets = new TenetCard[givenTenets.Length - Board.MAX_TENETS]; //More collecting for (int i = 0; i < rejectedTenets.Length; i++) { rejectedTenets[i] = givenTenets[i + Board.MAX_TENETS]; } //Reveal the picked tenets board.RevealTenets(); //Return the rejected tenets return(rejectedTenets); }