public PlayerState(Player p, aiConst ai) { this.p = p; this.ai = ai; life = p.Life; cost = p.cost; atk = p.AttackPower; skill = p.SkillDamage; atkCount = p.Buff.GetMaxAtkCount(); atkedCount = p.attackCount; hand = new List <Card>(p.GetHandZone().GetCards()); unit = new List <Card>(p.GetUnitZone().GetCards()); support = new List <Card>(p.GetSupportZone().GetCards()); Dest = new List <Card>(Constants.BATTLE.Field.GetDisCardZone().GetCards()); InitActiveEffects(); //allAction = new List<AI_Action>(); enemy = new EnemyState(Constants.BATTLE.GetOtherPlayer(p)); }
void Init() { switch (player.cardAligment) { case CardAligment.SowrdMan: ai = new Swordman_Const(); break; case CardAligment.Magician: ai = new Magician_Const(); break; } }