public void SetPriority(int index) { PriorityCounter = index; if (CurrentAction != null) { CurrentPriority.PromptPlayerStateAction(CurrentAction); } }
public void PassPriority() { //Check if an effect requires a target and prompt the proper player if so if (TargetedAbilities.Count > 0) { HighlightValidTargets(TargetedAbilities.Peek()); TargetedAbilities.Peek().Caster.PromptPlayerTargetRequired(TargetedAbilities.Peek()); } else { //Pass priority and pass the game if all players have passed, otherwise prompt the next player PriorityCounter++; if (PriorityCounter >= TurnOrder.Count) { PriorityCounter = 0; ContinueGame(); } else if (CurrentAction != null) { CurrentPriority.PromptPlayerStateAction(CurrentAction); } } }