/// <summary> /// Updates the current active player and triggers all the events for a new turn. /// </summary> public void NewPlayerTurn() { if (ActivePlayer == Player) { ActivePlayer = Opponent; NonActivePlayer = Player; CommandManager.Instance.AddChild(new AITurnCommand(ActivePlayer, Board.ActivePlayerBoardSection), true, true); } else { ActivePlayer = Player; NonActivePlayer = Opponent; } // Update the appropriate board sections so that we cannot interact unless we are the current active player //Board.NonActivePlayerBoardSection.ShouldHandleInput.Value = false; //Board.ActivePlayerBoardSection.ShouldHandleInput.Value = true; ActivePlayer.NewTurn(); }