public void EndOpeningPhase() { // start setup phase openingPhase = false; setupPhase = true; // set up bonus soldier text for setup phase deploySoldiers.BonusStore(); // update game instructions gameInstructions.PlaceTroops(); //resets row colours of rank table openingDeployment.ResetColour(); // reset player turn playerTurn.turn = 0; ResetButtons(); }
void UpdateStats() { // calculate bonus from continent bonus continentBonus.UpdateContBonus(); // give player bonus soldiers deploySoldiers.BonusStore(); // displays the players turn, game turn numbers & game instructions displayTurn.UpdateTurnText(CurrentPlayer(), turn); gameInstructions.PlaceTroops(); // prevents player adding multiple players during openingPhase if (phases.openingPhase) { allocateSoldiers.dropCounter = turn; } // update rank display before player 1's turn - 3 rotations brings it back to original category if (!phases.openingPhase & CurrentPlayer() == 1) { for (int i = 0; i < 3; i++) { changeCategory.RotateCategory(); } } }