private void PerformMoves() { MultiAction ma = new MultiAction(); foreach (PlayerDeclareMoveAttackEvent evt in this.moveAttackDeclaration.Values) { MovePathAction mpa = evt.MoveAction; ma.AddAction(mpa); } ma.Resolved += (sender, maEvt) => SkipToPhase(Phases.React,this.playersTurn); this.ActionManager.Queue(ma); }
private void PerformAttacks() { MultiAction ma = new MultiAction(); foreach (PlayerDeclareMoveAttackEvent evt in this.moveAttackDeclaration.Values) { AttackUnitAction aua = evt.AttackAction; if(evt.AttackUnit != null) ma.AddAction(evt.Entity,aua); } ma.Resolved += (sender, maEvt) => SkipToPhase(Phases.EndCombat,this.playersTurn); this.ActionManager.Queue(ma); }