internal void Wire(Game game, DayNightCycle dayNight, FutureTrack future)
 {
     this.game     = game;
     this.dayNight = dayNight;
     this.future   = future;
     WireRunnerActionPhase(game);
     WireCorpActionPhase(game);
     WireDiscardPhase(game);
 }
Exemple #2
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        public void Wire(Game game, DayNightCycle dayNight)
        {
            CurrentTurn = new GameObject("Current turn").AddComponent <FutureTurn>();
            CurrentTurn.gameObject.AttachTo(gameObject);
            game.CurrentTurn    += CurrentTurn.DisplayCurrent;
            CurrentTurn.dayNight = dayNight;
            var nextTurn = new GameObject("Next turn").AddComponent <FutureTurn>();

            nextTurn.gameObject.AttachTo(gameObject);
            game.NextTurn    += nextTurn.DisplayNext;
            nextTurn.dayNight = dayNight;
        }
        public TimeCross(Game game, DayNightCycle dayNight)
        {
            var pastTrack = GameObject.Find("Past").AddComponent <PastTrack>();

            pastTrack.DayNight = dayNight;
            game.corp.turn.ObserveActions(pastTrack);
            game.runner.turn.ObserveActions(pastTrack);
            var futureTrack = GameObject.Find("Future").AddComponent <FutureTrack>();

            futureTrack.Wire(game, dayNight);
            PresentBox = GameObject.Find("Present").AddComponent <PresentBox>();
            PresentBox.Wire(game, dayNight, futureTrack);
        }