public static Card PlayerDraw(this Player p, int value, Field f) { var c = p.ActiveDeck.Cards[UnityEngine.Random.Range(0, f.Zones.Single(z => z.Name == "Deck" && z.Owner == p).WhatsHere.Count)]; f.Zones.Single(z => z.Name == "Deck" && z.Owner == p).RemoveCard(c); f.Zones.Single(z => z.Name == "Hand" && z.Owner == p).AddCard(c); return c; }
public PlayStack(Field f) { QueuedCmds = new Dictionary<int, List<Command>>(); World = f; }
public Turn(Field f) { World = f; Frozen = false; CurrentStep = new RecoveryStep(this); }