public override void AddEntities(Entity[] entities) { base.AddEntities(entities); this.entities.Sort(); current = this.entities[0] as TurnBasedEntity; }
public override void Update(GameTime gameTime) { if (current != null) { if (current.TurnFinished) { TurnBasedEntity[] turnBasedEntities = GetTurnBasedEntities(); currentTurn = (currentTurn + 1) % turnBasedEntities.Length; current = turnBasedEntities[currentTurn] as TurnBasedEntity; current.TurnFinished = false; current.Stats.ActionPoints = current.Stats.MaxActionPoints; } else { current.TurnUpdate(gameTime); } } base.Update(gameTime); }