private void OnColonizeComplete()
{
//Discard the current one, regardless of it colonized or not
_colonizableFleetsThisTurn[_whichEmpireFocusedOn].RemoveAt(0);
if (_colonizableFleetsThisTurn[_whichEmpireFocusedOn].Count > 0)
{
_colonizeScreen.LoadFleetAndSystem(_colonizableFleetsThisTurn[_whichEmpireFocusedOn][0]);
_camera.CenterCamera(_colonizableFleetsThisTurn[_whichEmpireFocusedOn][0].AdjacentSystem.X, _colonizableFleetsThisTurn[_whichEmpireFocusedOn][0].AdjacentSystem.Y, 1);
}
else
{
_colonizableFleetsThisTurn.Remove(_whichEmpireFocusedOn);
if (_colonizableFleetsThisTurn.Count > 0) //Hot seat humans
{
foreach (var keyPair in _colonizableFleetsThisTurn)
{
_whichEmpireFocusedOn = keyPair.Key;
break;
}
_colonizeScreen.LoadFleetAndSystem(_colonizableFleetsThisTurn[_whichEmpireFocusedOn][0]);
_camera.CenterCamera(_colonizableFleetsThisTurn[_whichEmpireFocusedOn][0].AdjacentSystem.X, _colonizableFleetsThisTurn[_whichEmpireFocusedOn][0].AdjacentSystem.Y, 1);
}
else
{
_camera.CenterCamera(_camera.Width / 2, _camera.Height / 2, _camera.MaxZoom);
_colonizeScreen.Completed = null;
_updateStep++;
}
}
}