public void Clear() { tileConflicts.Clear(); conflictPositions.Clear(); lootId = -1; currentTile = null; currentFight = null; leftFighterRoll.Clear(); rightFighterRoll.Clear(); leftFighterTotal = 0; rightFighterTotal = 0; }
public bool nextTile() { if (conflictPositions.Count <= 0) { return(false); } currentFightPos = conflictPositions.Dequeue(); currentTile = new TileFight(currentFightPos); foreach (int id in tileConflicts[currentFightPos]) { if (id < 0) { currentTile.addDrone(id); } else { currentTile.addPlayer(id, id == lootId); } } return(true); }