/// <summary> /// Ends the current player's turn. /// </summary> public void EndPlayersTurn() { GamePhaseSequencer.ClearSequence(); EndOfTurnPhase itm = new EndOfTurnPhase(0); GamePhaseSequencer.AddItem(itm, GetTurnPhaseDelay(itm)); GamePhaseSequencer.ActivateNextItem(); }
public override void EndPhase() { base.EndPhase(); try { if (NextPhase == null) { NextPhase = new EndOfTurnPhase(0); } Sequencer.OwningGame.EndCurrentTurnPhase(NextPhase); } catch { Log.LogMsg("Tried to end phase [" + PhaseName + "], but phase object not currently attached to a game."); } }