void AIGetAttacks()
    {
        AIGameState InitialState = new AIGameState(/*MyHandCards,*/ MyTableCards, AIHandCards, AITableCards, MyHero, AIHero, maxMana, MyMana, AIMana, turn, null);

        InitialState.GetAllAttackingActions(AILEVEL);
        //Find Best Score
        float       MaxScore  = float.MinValue;
        AIGameState BestState = new AIGameState();

        foreach (AIGameState item in AIGameState.AllStates)
        {
            if (item.State_Score > MaxScore)
            {
                MaxScore  = item.State_Score;
                BestState = item;
            }
        }
        //Debug.Log("Best choice Index" + BestState.Index);
        int count = BestState.Actions.Count;

        //GetActions
        for (int i = 0; i < count; i++)
        {
            AIGameState.Action a;
            a = BestState.Actions.Dequeue();
            if (a.OpCode == 1)
            {
                foreach (var item in AITableCards)//Find Card1
                {
                    if (item.GetComponent <CardBehaviourScript>()._name == a.Card1)
                    {
                        currentCard = item.GetComponent <CardBehaviourScript>();
                        break;
                    }
                }
                foreach (var item in MyTableCards)//Find Card2
                {
                    if (item.GetComponent <CardBehaviourScript>()._name == a.Card2)
                    {
                        targetCard = item.GetComponent <CardBehaviourScript>();
                        break;
                    }
                }
                if (currentCard != null && targetCard != null)//MakeAction
                {
                    currentCard.AttackCard(currentCard, targetCard, true, delegate
                    {
                        currentCard.canPlay = false;
                    });
                }
            }
            else if (a.OpCode == 2)
            {
                foreach (var item in AITableCards)//Find Card1
                {
                    if (item.GetComponent <CardBehaviourScript>()._name == a.Card1)
                    {
                        currentCard = item.GetComponent <CardBehaviourScript>();
                        break;
                    }
                }
                if (a.Hero == "MyHero")
                {
                    targetHero = MyHero;
                }
                if (currentCard != null && targetHero != null)
                {
                    currentCard.AttackHero(currentCard, MyHero, true, delegate
                    {
                        currentCard.canPlay = false;
                    });
                }
            }
            else if (a.OpCode == 3)
            {
                foreach (var item in AITableCards)//Find Card1
                {
                    if (item.GetComponent <CardBehaviourScript>()._name == a.Card1)
                    {
                        currentCard = item.GetComponent <CardBehaviourScript>();
                        break;
                    }
                }
                foreach (var item in MyTableCards)//Find Card2
                {
                    if (item.GetComponent <CardBehaviourScript>()._name == a.Card2)
                    {
                        targetCard = item.GetComponent <CardBehaviourScript>();
                        break;
                    }
                }
                if (currentCard != null && targetCard != null)//MakeAction
                {
                    currentCard.AddToMonster(currentCard, targetCard, true, delegate
                    {
                        currentCard.Destroy(currentCard);
                    });
                }
            }
        }
        //AIGameState.AllStates=new List< AIGameState > ();
    }