private void EndTurn()
{
//Only CheckVictory if checksVictory is true
if(checksVictory){
if(IsBattlePhase()) {
CheckVictory();
}
}
ValueStore.helpMessage = "Click a section to select it.";
turnNum++;
if(!IsBattlePhase() && turnNum != 0) {
CombatLog.addLineNoPlayer("Ceasefire ends in " + (ceasefire - turnNum) + " turns.");
}
if(turnNum == ceasefire) {
ceasefireIcon.visible = false;
CombatLog.addLineNoPlayer("!!! CEASEFIRE HAS ENDED !!!");
}
if (GameType.getGameType() != "Survival"){
player1.AccrueResources();
player2.AccrueResources();
}
actionNum = 0;
TowerSelection.LocalSelectSection(myPlayer.GetTower(1), -1);
//Activate each sections end turn effect
for(int i = 0; i < 3; i++){
foreach(Section sec in player1.GetTower(i).GetSections())
{
sec.attributes.material.GetSectionEffect().EndTurnEffect();
}
foreach(Section sec in player2.GetTower(i).GetSections())
{
sec.attributes.material.GetSectionEffect().EndTurnEffect();
}
}
}