private void OnTurnFinished(object obj)
        {
            TurnFinishedInfo info           = (TurnFinishedInfo)obj;
            Client           finishedClient = NetworkingService.ClientsInRoom[info.ActorNrOfFinishedClient];

            HasTurn = !finishedClient.IsLocal;
            playerOneHead.outlineWidth = finishedClient.IsHost ? defaultOutlineWidth : playerTurnOutlineWidth;
            playerTwoHead.outlineWidth = !finishedClient.IsHost ? defaultOutlineWidth : playerTurnOutlineWidth;
        }
        private void OnTurnFinished(object obj)
        {
            TurnFinishedInfo info           = (TurnFinishedInfo)obj;
            Client           finishedClient = NetworkingService.ClientsInRoom[info.ActorNrOfFinishedClient];

            if (gridState.ContainsKey(info.GridIndex))
            {
                gridState[info.GridIndex] = finishedClient;
                CheckForWinCondition(finishedClient);
                CheckForDraw();
            }
        }
        /// <summary>Used for serializing this object to be send over the network</summary>
        public static byte[] Serialize(object obj)
        {
            TurnFinishedInfo info  = (TurnFinishedInfo)obj;
            List <byte>      bytes = new List <byte>();

            foreach (byte b in BitConverter.GetBytes(info.ActorNrOfFinishedClient))
            {
                bytes.Add(b);
            }
            foreach (byte b in BitConverter.GetBytes(info.GridIndex))
            {
                bytes.Add(b);
            }
            return(bytes.ToArray());
        }
        public static void FinishTurn(int gridIndex)
        {
            TurnFinishedInfo info = new TurnFinishedInfo(NetworkingService.LocalClient.ActorNumber, gridIndex);

            NetworkingService.RaiseGameEvent(NameOfTurnFinishedEvent, info, EventReceivers.All);
        }