protected virtual void OnTurnDeal() { //SetMessage($"Go fish!"); Debug.Log("Time to dig in to dealing...breathe and lets roll..."); byte cardValue = gameDataManager.DrawCardValue(); // Burn Card --- always burn one card face down, so for all deals cards we do this... //how do we burn a card... Debug.Log("cardValue = " + cardValue); cardAnimator.DrawBurnCard(cardValue); //draw the card face dcown in the burnPile // use previous state to determine how many cards to deal if (cardValue == Constants.POOL_IS_EMPTY) { Debug.LogError("Pool is empty"); return; } //if (Card.GetRank(cardValue) == selectedRank) //{ // cardAnimator.DrawDisplayingCard(currentTurnPlayer, cardValue); //} //else //{ // cardAnimator.DrawDisplayingCard(currentTurnPlayer); // gameState = GameState.TurnStarted; //} //gameDataManager.AddCardValueToPlayer(currentTurnPlayer, cardValue); }