public override void Execute()
{
if (!processedActions.Verify(spawnDeck.id)) return;
//holding area that all cards go into to start with until the deck mediator sorts them out
var DeckGO = GameObject.Find("Deck");
for (var c = 0; c < spawnDeck.cards; c++)
{
var cardModel = new CardModel()
{
playerId = spawnDeck.playerId,
};
cardService.CreateCard(cardModel, DeckGO.transform);
decks.Cards.Add(cardModel);
}
deckSpawned.Dispatch(spawnDeck);
debug.Log(string.Format("Spawned deck for player {0}", spawnDeck.playerId), socketKey);
}