/// <summary> /// Heavy WIP, but this handles effect stuff /// </summary> #region Effects /// <summary> /// Execute effects when the turn begins /// </summary> public void ExecuteTurnStartEffects() { for (int i = 0; i < effects.Count; i++) { EffectInstance eff = effects[i]; eff.numTurnsActive++; eff.OnTurnStart(); // Prevent skipping over any effects if an effect is removed if (!effects.Contains(eff)) { i--; } } }