void _GetAllAttackingActions() { if (turn == Complete.GameManager.Turn.AITurn) { //Generate All Possible Placing List <List <Card> > temp = ProduceAllAttackCombinations(AITableCards); foreach (Card PlayerCard in PlayerTableCards) { 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) { if (temp[i][j].cardType == Card.CardType.Monster) { State.CardAttackCard(temp[i][j], PlayerCard); } else if (temp[i][j].cardType == Card.CardType.Magic) { if (temp[i][j].cardeffect == Card.CardEffect.ToSpecific) { State.CardMagicCard(temp[i][j], PlayerCard); } } } } State.Calculate_State_Score(); ChildsStatus.Add(State); } } } }
public void GetAllPlacingActions() { if (turn == Complete.GameManager.Turn.AITurn) { if (AIHandCards.Count == 0) { Debug.Log("No Cards"); //EndTurn Nothing To Play } else { //Generate All Possible Placing List <List <Card> > temp = ProducePlacing(AIHandCards); Debug.Log("ProducePlacing"); 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); //if(temp[i].Count>0) for (int j = 0; j < temp[i].Count; j++) { Debug.LogWarning("Place Card"); State.PlaceCard(temp[i][j]); } State.Calculate_State_Score(); ChildsStatus.Add(State); } } } Debug.Log("DonePlacing"); }
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); } }