public void StartGame() { PriorityCounter = 0; PhaseCounter = 0; PlayerOne.DrawCards(7); PlayerTwo.DrawCards(7); AddStateAction(new PhaseAction(PhaseSequence[PhaseCounter])); PhaseChange?.Invoke(CurrentPhase); ContinueGame(); }
public void ResolvePhaseAction(Phases phase) { //Increment phase counter and change turns if it surpasses Cleanup PhaseCounter++; if (PhaseCounter >= PhaseSequence.Count) { PhaseCounter = 0; swapTurns(); } //Add the new phase to the stack and trigger PhaseChange AddStateAction(new PhaseAction(CurrentPhase)); PhaseChange?.Invoke(CurrentPhase); }