/// <summary> /// When the player chooses a power, see if the player is done upgrading and it's time to move on to the next phase. /// </summary> /// <param name="e">A PowerChoiceEvent sent out by the character sheet.</param> private void HandlePowerChoice(Event e) { Debug.Assert(e.GetType() == typeof(PowerChoiceEvent), "Non-PowerChoiceEvent in HandlePowerChoice"); PowerChoiceEvent powerEvent = e as PowerChoiceEvent; CheckForAllFinished(powerEvent.defender); }
/// <summary> /// When the player chooses a new ability, direct that choice appropriately. /// </summary> /// <param name="e">A PowerChoiceEvent (or TutorialPowerChoiceEvent, if it's the tutorial).</param> private void HandlePowerChoices(Event e) { if (Services.Rulebook.GetType() == typeof(Tutorial.TutorialTurnManager)) { Debug.Assert(e.GetType() == typeof(TutorialPowerChoiceEvent), "Non-TutorialPowerChoiceEvent in HandlePowerChoices."); TutorialPowerChoiceEvent powerEvent = e as TutorialPowerChoiceEvent; powerEvent.defender.PowerUp(powerEvent.tree); } else { Debug.Assert(e.GetType() == typeof(PowerChoiceEvent), "Non-PowerChoiceEvent in HandlePowerChoices."); PowerChoiceEvent powerEvent = e as PowerChoiceEvent; powerEvent.defender.PowerUp(powerEvent.tree); } SetStatus(TaskStatus.Success); }