void OnStateUpdated(GameState_Updated e) { var result = _game.Result; if (result != null) { _ui.ShowOverlay(GameEndWindowPrefab, () => _game.GoBackToMenu()); } }
void OnGameStateUpdated(GameState_Updated e) { var field = e.State.Field; for (var x = 0; x < field.Size; x++) { for (var y = 0; y < field.Size; y++) { _cells[x, y].UpdateText(field.GetCellAt(x, y).Owner); } } }
void OnStateUpdated(GameState_Updated e) { UpdateTurnOwner(e.State.GetTurnOwner(), _game.IsTurnAvailable()); }