/// <summary> /// Ends the current round, regardless of where it is in the turn sequence. /// Ending a round also generally causes the next round to start. /// </summary> private void EndCurrentRound() { RoundEndSequenceItem itm = new RoundEndSequenceItem(0); GamePhaseSequencer.ClearSequence(); GamePhaseSequencer.AddItem(itm, GetRoundEndDelay()); GamePhaseSequencer.ActivateNextItem(); }
/// <summary> /// Fires before the round ends. /// </summary> public virtual void OnBeforeRoundEnd(RoundEndSequenceItem item) { }