private void SwitchPlayers() { if (CurrentPlayerState.Equals(PlayerFSMStates.Stand) && NextPlayerState.Equals(PlayerFSMStates.Stand)) { EvaluateEndGame(); } else if (CurrentPlayerState.Equals(PlayerFSMStates.Stand)) { _currentPlayer = NextPlayer; CurrentPlayerFsm.PerformTransition(PlayerFSMTransitions.PlayerTurn); } else if (NextPlayerState.Equals(PlayerFSMStates.Stand)) { CurrentPlayerFsm.PerformTransition(PlayerFSMTransitions.PlayerTurn); } else { CurrentPlayerFsm.PerformTransition(PlayerFSMTransitions.PassControllToOtherPlayer); _currentPlayer = NextPlayer; CurrentPlayerFsm.PerformTransition(PlayerFSMTransitions.PlayerTurn); } }
private void Stand() { CurrentPlayerFsm.PerformTransition(PlayerFSMTransitions.Stand); }
private void PassControllToOtherPlayer() { CurrentPlayerFsm.PerformTransition(PlayerFSMTransitions.PassControllToOtherPlayer); }
private void EndPlayerTurn() { CurrentPlayerFsm.PerformTransition(PlayerFSMTransitions.EndTurn); }