private void Use(Character character) { Turn.PlayerDelegate forceAction = null; forceAction = (player) => { if (player != character.Owner) { return; } Active.Turn.CharacterThatTookActionInTurn = character; Active.Turn.TurnStarted -= forceAction; }; Active.Turn.TurnStarted += forceAction; character.Effects.Add(new Disarm(1, character, Name)); Finish(); }
public override void Use(Character character) { Turn.PlayerDelegate forceAction = null; forceAction = (player) => { if (player != character.Owner) { return; } Active.Turn.CharacterThatTookActionInTurn = character; Active.Turn.TurnStarted -= forceAction; }; Active.Turn.TurnStarted += forceAction; // Active.Turn.TurnStarted += (player) => Active.Turn.TurnStarted -= forceAction; character.Effects.Add(new BasicAttackInability(1, character, Name)); OnUseFinish(); }