/// <summary> /// Kicks off the next round of turns. /// </summary> private void BeginNextRound() { if (PlayerCountSafe < 1) { // Game has presumably stopped Log.LogMsg("No players left in game. Stopping processing."); return; } RoundStartupSequenceItem itm = new RoundStartupSequenceItem(0); GamePhaseSequencer.ClearSequence(); GamePhaseSequencer.AddItem(itm, GetRoundStartupDelay()); GamePhaseSequencer.ActivateNextItem(); }
/// <summary> /// Kicks off the next round of turns. /// </summary> private void BeginNextRound() { if (PlayerCountSafe < 1) { // Game has presumably stopped Log.LogMsg("No players left in game. Stopping processing."); return; } RoundStartupSequenceItem itm = new RoundStartupSequenceItem(0); GamePhaseSequencer.ClearSequence(); GamePhaseSequencer.AddItem(itm, GetRoundStartupDelay()); GamePhaseSequencer.ActivateNextItem(); }
/// <summary> /// Fires before the next round round starts up. /// </summary> /// <param name="item"></param> public virtual void OnBeforeNextRound(RoundStartupSequenceItem item) { }
/// <summary> /// Fires before the next round round starts up. /// </summary> /// <param name="item"></param> public virtual void OnBeforeNextRound(RoundStartupSequenceItem item) { }