/** "Channel" phase */ CGTurnState Phase1() { Debug.Log("Phase 1: Channel phase"); //SendPhaseTransition("Channel step"); List <SpellChannelData> commandData = new List <SpellChannelData>(); foreach (CGCardObject card in m_activePlayer.GetSpells()) { // Channel the spell card.ChannelSpell(); // Send channel data to client SpellChannelData data = new SpellChannelData(); data.cardID = card.m_cardID; data.playerID = m_activePlayerID; data.newChannel = card.GetTimeRemaining(); commandData.Add(data); } CGC_ChannelSpell command = new CGC_ChannelSpell(commandData); m_connection.TransmitStream(command.PackCommand(), 0); m_connection.TransmitStream(command.PackCommand(), 1); ResolveStack(); return(CGTurnState.DEFAULT); }
/** "Channel" phase */ CGTurnState Phase1() { Debug.Log("Phase 1: Channel phase"); List <SpellChannelData> commandData = new List <SpellChannelData>(); foreach (CGCardObject card in m_activePlayer.GetSpells()) { card.ChannelSpell(); SpellChannelData data = new SpellChannelData(); data.cardID = card.m_cardID; data.playerID = m_activePlayerID; data.newChannel = card.GetTimeRemaining(); commandData.Add(data); } CGC_ChannelSpell command = new CGC_ChannelSpell(commandData); CGVisualManager.instance.AddCommand(command); ResolveStack(); return(CGTurnState.DEFAULT); }