/// <summary>
        /// Resolves card playing, then spawns unit of given type
        /// </summary>
        /// <param name="message"></param>
        private void CardPlayed(MatchMessageCardPlayed message)
        {
            if (_connection.BattleConnection.HostId == _connection.Session.UserId)
            {
                MatchMessageUnitSpawned unitSpawned = null;
                switch (message.Card.CardData.type)
                {
                case CardType.BigShip:
                case CardType.AoEShip:
                case CardType.Boats:
                    int         id    = _nextId + 1;
                    PlayerColor color = message.PlayerId == _connection.BattleConnection.HostId ? PlayerColor.Black : PlayerColor.Red;
                    unitSpawned = new MatchMessageUnitSpawned(message.PlayerId, color, id, message.Card.CardData, message.NodeX, message.NodeY);
                    break;

                default:
                    break;
                }

                if (unitSpawned != null)
                {
                    _nextId += 1;
                    _stateManager.SendMatchStateMessage(MatchMessageType.UnitSpawned, unitSpawned);
                    _stateManager.SendMatchStateMessageSelf(MatchMessageType.UnitSpawned, unitSpawned);
                }
            }
        }
 /// <summary>
 /// Activates spell object of type given in message on node given in message
 /// </summary>
 /// <param name="message"></param>
 private void ActivateSpell(MatchMessageCardPlayed message)
 {
     if (message.Card.CardData.type == CardType.Fireball)
     {
         GetNonactiveSpellOfType(SpellType.Fireball).Activate(Scene02BattleController.Instance.Nodes[message.NodeX, message.NodeY], message.PlayerId);
     }
 }
        /// <summary>
        /// Removes played card grabber from the game.
        /// </summary>
        public void ResolveCardPlay(MatchMessageCardPlayed message)
        {
            CardGrabber grabber = _cardsInHand[message.CardSlotIndex];

            grabber.Resolve(message);
            _cardsInHand.RemoveAt(message.CardSlotIndex);
            Destroy(grabber.gameObject);
        }
        /// <summary>
        /// Reads match messages sent by other players, and fires locally events basing on opCode.
        /// </summary>
        /// <param name="opCode"></param>
        /// <param name="messageJson"></param>
        public void ReceiveMatchStateHandle(long opCode, string messageJson)
        {
            //Choosing which event should be invoked basing on opCode, then parsing json to MatchMessage class and firing event
            switch ((MatchMessageType)opCode)
            {
            //UNITS
            case MatchMessageType.UnitSpawned:
                MatchMessageUnitSpawned matchMessageUnitSpawned = MatchMessageUnitSpawned.Parse(messageJson);
                OnUnitSpawned?.Invoke(matchMessageUnitSpawned);
                break;

            case MatchMessageType.UnitMoved:
                MatchMessageUnitMoved matchMessageUnitMoved = MatchMessageUnitMoved.Parse(messageJson);
                OnUnitMoved?.Invoke(matchMessageUnitMoved);
                break;

            case MatchMessageType.UnitAttacked:
                MatchMessageUnitAttacked matchMessageUnitAttacked = MatchMessageUnitAttacked.Parse(messageJson);
                OnUnitAttacked?.Invoke(matchMessageUnitAttacked);
                break;

            //SPELLS
            case MatchMessageType.SpellActivated:
                MatchMessageSpellActivated matchMessageSpellActivated = MatchMessageSpellActivated.Parse(messageJson);
                OnSpellActivated?.Invoke(matchMessageSpellActivated);
                break;

            //CARDS
            case MatchMessageType.CardPlayRequest:
                if (_connection.BattleConnection.HostId == _connection.Account.User.Id)
                {
                    MatchMessageCardPlayRequest matchMessageCardPlayRequest = MatchMessageCardPlayRequest.Parse(messageJson);
                    OnCardRequested?.Invoke(matchMessageCardPlayRequest);
                }
                break;

            case MatchMessageType.CardPlayed:
                MatchMessageCardPlayed matchMessageCardPlayed = MatchMessageCardPlayed.Parse(messageJson);
                OnCardPlayed?.Invoke(matchMessageCardPlayed);
                break;


            case MatchMessageType.CardCanceled:
                MatchMessageCardCanceled matchMessageCardCancelled = MatchMessageCardCanceled.Parse(messageJson);
                OnCardCancelled?.Invoke(matchMessageCardCancelled);
                break;

            case MatchMessageType.StartingHand:
                MatchMessageStartingHand matchMessageStartingHand = MatchMessageStartingHand.Parse(messageJson);
                OnStartingHandReceived?.Invoke(matchMessageStartingHand);
                break;
            }
        }
        /// <summary>
        /// Invoked whenever a card is played and it wan't canceled.
        /// Removes that card from its owner's hand and reduces their gold count by <see cref="CardInfo.Cost"/>.
        /// Card owner draws a new card from their deck.
        /// </summary>
        /// <param name="message"></param>
        private void OnCardPlayed(MatchMessageCardPlayed message)
        {
            if (message.PlayerId == _connection.Session.UserId)
            {
                SoundManager.Instance.PlayAudioClip(SoundConstants.CardDrop01);

                _localHandPanel.ResolveCardPlay(message);
                _localHandPanel.DrawCard(message.Card, message.CardSlotIndex);
                _localGold.ChangeGoldCount(-message.Card.CardData.GetCardInfo().Cost);
            }
            else if (_connection.BattleConnection.HostId == _connection.Session.UserId)
            {
                _opponentGold.ChangeGoldCount(-message.Card.CardData.GetCardInfo().Cost);
            }
        }
        /// <summary>
        /// Requests card play.
        /// </summary>
        private void SendCardPlayedMessage(MatchMessageCardPlayRequest message, Hand userHand, Vector2Int nodePosition)
        {
            Card newCard = userHand.DrawCard();

            var matchMessageCardPlayed = new MatchMessageCardPlayed(
                message.PlayerId,
                message.Card,
                message.CardSlotIndex,
                newCard,
                nodePosition.x,
                nodePosition.y);

            _stateManager.SendMatchStateMessage(MatchMessageType.CardPlayed, matchMessageCardPlayed);
            _stateManager.SendMatchStateMessageSelf(MatchMessageType.CardPlayed, matchMessageCardPlayed);
        }