/// <inheritdoc /> public void UpdateFate() { if (this.countFate[GetTurn() - 1] == 0) { this.roll = true; ICharacterModel character = CheckTurn(); character.SetFate(character.GetFate() - 1); this.countFate.Insert(this.turn - 1, -1); } }
/// <inheritdoc /> public bool RequestedFate() { ICharacterModel character = CheckTurn(); if (character.GetFate() > 0 && this.countFate[GetTurn() - 1] == 0) { return(true); } return(false); }