public static void SwitchToAfterRolledDiceModificationsClient() { HideDiceModificationButtons(); ToggleConfirmDiceResultsButton(false); Attacker.ClearAlreadyUsedDiceModifications(); Defender.ClearAlreadyUsedDiceModifications(); Selection.ActiveShip = (AttackStep == CombatStep.Attack) ? Attacker : Defender; Phases.CurrentSubPhase.RequiredPlayer = Selection.ActiveShip.Owner.PlayerNo; Selection.ActiveShip.Owner.UseDiceModifications(DiceModificationTimingType.AfterRolled); }
public static void SwitchToRegularDiceModifications() { HideDiceModificationButtons(); ToggleConfirmDiceResultsButton(false); Attacker.ClearAlreadyUsedDiceModifications(); Defender.ClearAlreadyUsedDiceModifications(); Selection.ActiveShip = (AttackStep == CombatStep.Attack) ? Attacker : Defender; Phases.CurrentSubPhase.RequiredPlayer = Selection.ActiveShip.Owner.PlayerNo; Phases.CurrentSubPhase.IsReadyForCommands = true; Selection.ActiveShip.Owner.UseDiceModifications(DiceModificationTimingType.Normal); }