public void TurnChange(WTurnData turnData) { if (Event_BattleTurnData != null) { Event_BattleTurnData(MakeTurnData(turnData)); } }
private TurnData MakeTurnData(WTurnData turn) { List <StatsUpdateData> stDataList = new List <StatsUpdateData>(); for (int i = 0; i < turn.status_update_data.Length; i++) { StatsUpdateData stData = new StatsUpdateData(); stData.ownerID = turn.status_update_data[i].owner_id; stData.finalStats = MakeBattleObject(turn.status_update_data[i].final_stats); stData.singleStatChanges = MakeSingleStatChangeList(turn.status_update_data[i].single_stat_changes); stDataList.Add(stData); } var turnData = new TurnData( turn.turn_id, new List <int>(turn.eligible_spells), new List <int>(turn.eligible_secrets), new List <CoolDownData>(), //Spells new List <CoolDownData>(), //Secret turn.ap[0], turn.ap[1], stDataList); return(turnData); }