public virtual void OnObjectEndTurn() { objectSelected.OnEndTurn -= OnObjectEndTurn; objectSelected.SetTurnState(CEnum.ETurnState.EndTurn); m_WaitingTime = m_WaitingTimeInterval; m_SequenceList.Dequeue(); GameState = CEnum.EGameState.EndTurn; }
public virtual void OnStartGame() { m_UIManager.SetAnimation(CEnum.EUIState.Idle); GameState = CEnum.EGameState.StartGame; for (int i = 0; i < registerObjects.Count; i++) { var player = registerObjects [i]; player.SetActive(true); RegisterObject(player); } }
public virtual void OnCloseGame() { m_UIManager.SetAnimation(CEnum.EUIState.CloseGame); GameState = CEnum.EGameState.EndGame; }