public virtual bool IsOnBoardCompleted_Game() { //if (!bOnBoardCompleted) // return false; MCgPawn pawn = GetMyPawn(); if (pawn == null) { return(false); } if (pawn.PlayerState != this) { return(false); } return(true); }
public virtual MCgPawn GetMyPawn() { if (LinkedPawn != null) { return(LinkedPawn); } MCgGameState gameState = MCgGameState.Get(); foreach (MCgPawn pawn in gameState.Pawns) { if (pawn.PlayerState == this) { LinkedPawn = pawn; } } return(LinkedPawn); }
public static IEnumerator HandleRespawnTimer_Internal(MCgPawn p) { yield return(null); }
public virtual void Possess(MCgPawn pawn) { Pawn = pawn; Pawn.PlayerState = PlayerState; }