public void Initialize(Game game) { Game = game; Id = game.Recorder.CreateId(this); _life.Initialize(ChangeTracker); _landsPlayedCount.Initialize(ChangeTracker); _hasMulligan.Initialize(ChangeTracker); _hasLost.Initialize(ChangeTracker); _isActive.Initialize(ChangeTracker); _hasPriority.Initialize(ChangeTracker); ManaCache.Initialize(ChangeTracker); _modifiers.Initialize(ChangeTracker); _continiousEffects.Initialize(null, Game); _landLimit.Initialize(Game, null); _battlefield.Initialize(Game); _hand.Initialize(Game); _graveyard.Initialize(Game); _library.Initialize(Game); _exile.Initialize(Game); _skipSteps.Initialize(ChangeTracker); _emblems.Initialize(ChangeTracker); LoadLibrary(); }
public Card Initialize(Player owner, Game game) { Game = game; Owner = owner; Id = game.Recorder.CreateId(this); JoinedBattlefield.Initialize(ChangeTracker); LeftBattlefield.Initialize(ChangeTracker); _controller = new CardController(owner); _controller.Initialize(game, this); _strenght.Initialize(game, this); _level.Initialize(game, this); _counters.Initialize(this, game); _type.Initialize(game, this); _colors.Initialize(game, this); _protections.Initialize(ChangeTracker, this); _zone.Initialize(ChangeTracker, this); _modifiers.Initialize(ChangeTracker); _isTapped.Initialize(ChangeTracker, this); _attachedTo.Initialize(ChangeTracker, this); _attachments.Initialize(ChangeTracker, this); _hasRegenerationShield.Initialize(ChangeTracker, this); _damage.Initialize(ChangeTracker, this); _hasLeathalDamage.Initialize(ChangeTracker, this); _hasSummoningSickness.Initialize(ChangeTracker, this); _hash.Initialize(ChangeTracker); _isHidden.Initialize(ChangeTracker, this); _isRevealed.Initialize(ChangeTracker, this); _isPeeked.Initialize(ChangeTracker, this); _usageScore.Initialize(ChangeTracker, this); _castRules.Initialize(this, game); _simpleAbilities.Initialize(this, game); _triggeredAbilities.Initialize(this, game); _activatedAbilities.Initialize(this, game); _staticAbilities.Initialize(this, game); _combatRules.Initialize(this, game); _continuousEffects.Initialize(this, game); _isPreview = false; return(this); }