// waits a time t then changes turn IEnumerator ExecuteAfterTime(float time) { yield return(new WaitForSeconds(time)); playerTurn.NextPlayer(true); // display ranking system as troop count do { changeCategory.RotateCategory(); }while(phases.setupPhase & changeCategory.categoryButton.text != "Troop Count"); }
void UpdateStats() { // calculate bonus from continent bonus continentBonus.UpdateContBonus(); // give player bonus soldiers deploySoldiers.BonusStore(); // displays the players turn, game turn numbers & game instructions displayTurn.UpdateTurnText(CurrentPlayer(), turn); gameInstructions.PlaceTroops(); // prevents player adding multiple players during openingPhase if (phases.openingPhase) { allocateSoldiers.dropCounter = turn; } // update rank display before player 1's turn - 3 rotations brings it back to original category if (!phases.openingPhase & CurrentPlayer() == 1) { for (int i = 0; i < 3; i++) { changeCategory.RotateCategory(); } } }