public void ChangeOwner(Player own) { Owner = own; CurrentProduction = null; currentProductionTime = 0; ProductionUnits.Clear(); }
private bool LooseEnds() { var notProduced = ProductionUnits.Any(pu => pu.ProducedDailyProduction == false); if (notProduced) { TurnMessage = "Some Factories have not reached their daily production capacity!"; return(true); } ; return(false); }