internal void Wire(Game game, DayNightCycle dayNight, FutureTrack future) { this.game = game; this.dayNight = dayNight; this.future = future; WireRunnerActionPhase(game); WireCorpActionPhase(game); WireDiscardPhase(game); }
public void Wire(Game game, DayNightCycle dayNight) { CurrentTurn = new GameObject("Current turn").AddComponent <FutureTurn>(); CurrentTurn.gameObject.AttachTo(gameObject); game.CurrentTurn += CurrentTurn.DisplayCurrent; CurrentTurn.dayNight = dayNight; var nextTurn = new GameObject("Next turn").AddComponent <FutureTurn>(); nextTurn.gameObject.AttachTo(gameObject); game.NextTurn += nextTurn.DisplayNext; nextTurn.dayNight = dayNight; }
public TimeCross(Game game, DayNightCycle dayNight) { var pastTrack = GameObject.Find("Past").AddComponent <PastTrack>(); pastTrack.DayNight = dayNight; game.corp.turn.ObserveActions(pastTrack); game.runner.turn.ObserveActions(pastTrack); var futureTrack = GameObject.Find("Future").AddComponent <FutureTrack>(); futureTrack.Wire(game, dayNight); PresentBox = GameObject.Find("Present").AddComponent <PresentBox>(); PresentBox.Wire(game, dayNight, futureTrack); }