public InformationKindList GetAvailList(Architecture a)
 {
     InformationKindList list = new InformationKindList();
     foreach (InformationKind kind in base.GameObjects)
     {
         if (kind.Avail(a))
         {
             list.Add(kind);
         }
     }
     return list;
 }
        public InformationKindList GetAvailList(Architecture a)
        {
            InformationKindList list = new InformationKindList();

            foreach (InformationKind kind in base.GameObjects)
            {
                if (kind.Avail(a))
                {
                    list.Add(kind);
                }
            }
            return(list);
        }
 public InformationKind GetFirstHalfInformationKind()
 {
     InformationKindList list = new InformationKindList();
     foreach (InformationKind kind in base.Scenario.GameCommonData.AllInformationKinds.GetAvailList(this))
     {
         if ((kind.Level <= InformationLevel.中) || GameObject.Chance(20))
         {
             list.Add(kind);
         }
     }
     if (list.Count > 0)
     {
         if (list.Count > 1)
         {
             list.PropertyName = "FightingWeighing";
             list.IsNumber = true;
             list.ReSort();
         }
         return (list[GameObject.Random(list.Count / 2)] as InformationKind);
     }
     return null;
 }