// Update is called once per frame void Update() { if (gameManager.IsMyTurn(playerController)) { if (GameStatesController.IsReinforce()) { for (var i = 0; i < playerController.GetArmiesPerTurn(); i++) { var randomTerritory = playerController.GetTerritoriesOwned()[Random.Range(0, playerController.GetTerritoriesOwned().Count)]; randomTerritory.SetArmies(randomTerritory.GetArmies() + 1); playerController.RemoveArmyPerTurn(); } gameManager.HandleContinueButton(); } if (GameStatesController.IsAttack()) { gameManager.HandleContinueButton(); } if (GameStatesController.IsMove()) { gameManager.HandleContinueButton(); } } }
public void NextTurnState() { GameStatesController.NextState(); }