public void DebugComponents() { for (int rule_index = 0; rule_index < game.Phases_Size; rule_index++) // FOR EACH PHASE { CGME.Phase phase = game.GetPhase(rule_index); Debug.Log("(ID:" + phase.Id + ") " + " -----PHASE: " + phase.CGType + DebugRes(phase)); for (int phase_index = 0; phase_index < phase.Actions_Size; phase_index++) // FOR EACH ACTION { CGME.Action action = phase.GetAction(phase_index); Debug.Log("(ID:" + action.Id + ") " + "-------------ACTION:" + action.CGType); // + DebugRes(action)); } } for (int game_index = 0; game_index < game.Players_Size; game_index++) // FOR EACH PLAYER { CGME.Player player = game.GetPlayer(game_index); Debug.Log("(ID:" + player.Id + ") " + "PLAYER: " + player.CGType + DebugRes(player)); for (int player_index = 0; player_index < player.Decks_Size; player_index++) // FOR EACH DECK { CGME.Deck deck = player.GetDeck(player_index); Debug.Log("(ID:" + deck.Id + ") " + "------DECK: " + deck.CGType + DebugRes(deck)); for (int deck_index = 0; deck_index < deck.Cards_Size; deck_index++) // FOR EACH CARD { CGME.Card card = deck.GetCard(deck_index); Debug.Log("(ID:" + card.Id + ") " + "--------------CARD:" + card.CGType + DebugRes(card)); } } } }