public void EndTurn() { if (onEndTurn != null) { onEndTurn.Invoke(); } }
public void CallEndTurn() { if (endTurn != null) { endTurn.Invoke(); } BackInTimeManager.inst.StoreCrtTurnActions(); }
/// <summary> /// End a turn after a number of seconds has passed /// </summary> /// <param name="turnToEnd">Turn To End (Player or AI)</param> /// <param name="time">Time (seconds) to wait</param> /// <returns></returns> protected IEnumerator EndTurnAfterTime(GameStateManager.GameTurn turnToEnd, float time) { //Wait for time TurnInteractionEnded = true; yield return(new WaitForSecondsRealtime(time)); //End Turn EndTurn?.Invoke(turnToEnd); TurnInteractionEnded = false; }
public void ButtonEndTurn() { OnEndTurn?.Invoke(); }
public void OnEndTurn(object sender, EventArgs args) { EndTurn?.Invoke(sender, args); }
public void EndTurnClicked() { EndTurn?.Invoke(); }