bool OnCancel(PharoahDie d) { bool bSuccess = false; this.isUsedThisTurn = false; this.isUsedThisRoll = false; GameState.Message("Cancel"); foreach (PharoahDie die in adjustedDice) { die.UndoTempPips(); bSuccess = true; } myPlayer.UndoState(); // go back to previous state UIState.EnableCancelButton(false); UIState.EnableDoneButton(false); return(bSuccess); }
bool OnDone(PharoahDie d) { bool bSuccess = false; GameState.Message("Done"); hasBeenActivatedBySpecificRoll = false; // deactivate this die ability when done. foreach (PharoahDie die in adjustedDice) { die.FinalizeTempPips(); bSuccess = true; } myPlayer.UndoState(); // go back to previous state UIState.EnableCancelButton(false); UIState.EnableDoneButton(false); this.isUsedThisTurn = true; this.isUsedThisRoll = true; return(bSuccess); }
public void AskToChooseCancel(PlayerGameState.delOnDieSelect del) { pgs.OnDieCancel = del; UIState.EnableCancelButton(); }