void _GetAllAttackingHeroActions() { List <List <Card> > temp = ProduceAllAttackCombinations(AITableCards); for (int i = 0; i < temp.Count; i++) { AIState State = gameObject.AddComponent <AIState>(); State.NewState(PlayerTableCards, AIHandCards, AITableCards, PlayerHero, AIHero, maxMana, PlayerMana, AIMana, turn, this); for (int j = 0; j < temp[i].Count; j++) { if (temp[i][j].canPlay) { State.CardAttackHero(temp[i][j], PlayerHero); } } State.Calculate_State_Score(); ChildsStatus.Add(State); } }