void HandleNewTurn(object Sender, StartTurnComponentEventArgs E) { SetTurn(E.Turn); _InfoDisplay.SetViewItem(new FactionView(E.Turn.TurnInfo.Army.Configuration.Faction, FactionRenderer, 80)); if (_FollowedArmies.Contains(E.Turn.TurnInfo.Army)) { if (E.Turn.TurnInfo.TurnComponent == TurnComponent.WAIT && _FogOfWar) { FogOver(); } else { SetSightFinder(E.Turn.TurnInfo.Army.SightFinder); } } }
void HandleTurn(object Sender, StartTurnComponentEventArgs E) { DoTurn(E.Turn); }