private void DoneEffect(GamePlayer player, Skill skill) { if (!_inEffect) { return; } _inEffect = false; _currentEffectGamePlayer = null; _currentEffectOfSkill = Skill.None; _effectedFactionType = FactionType.None; if (_fortuneWheelPopUp != null) { _fortuneWheelPopUp.PopUpBeingDestroyedEvent -= OnDestructionEffectEnd; _fortuneWheelPopUp.PopUpBeingDestroyedEvent -= OnThiefEffectEnd; _fortuneWheelPopUp = null; } if (SkillEffectDoneEvent != null) { SkillEffectDoneEvent(player, skill); } }