private void OnOrderButtonClicked(object sender, RoutedEventArgs e) { CombatOrder order = CombatOrder.Retreat; if (sender == EngageButton) { order = CombatOrder.Engage; } if (sender == TransportsButton) { order = CombatOrder.Transports; } if (sender == FormationButton) { order = CombatOrder.Formation; } if (sender == RushButton) { order = CombatOrder.Rush; } if (sender == HailButton) { order = CombatOrder.Hail; } GameLog.Client.Combat.DebugFormat("{0} button clicked by player", order); UpperButtonsPanel.IsEnabled = false; LowerButtonsPanel.IsEnabled = false; // send targets before order - order updates ClientCommands.SendCombatTarget1.Execute(CombatHelper.GenerateBlanketTargetPrimary(_playerAssets, _theTargeted1Civ)); ClientCommands.SendCombatTarget2.Execute(CombatHelper.GenerateBlanketTargetSecondary(_playerAssets, _theTargeted2Civ)); ClientCommands.SendCombatOrders.Execute(CombatHelper.GenerateBlanketOrders(_playerAssets, order)); }