private void UpdateCards()
 {
     foreach (PlayingCard C in Cards)
     {
         C.UnityCard.transform.SetParent(null, false);
     }
     for (int i = 0; i < TheCardGameState.Players.Length; i++)
     {
         foreach (Entities.Entity E in TheCardGameState.Players[i].mGraveyard.Cards)
         {
             UpdateCard(E, null);
         }
         foreach (Effects.EffectNode EN in TheCardGameState.SharedEffects.Nodes)
         {
             UpdateCard(EN.GetEntity(), SharedEffects.transform);
         }
         foreach (Effects.EffectNode EN in TheCardGameState.Players[i].mEffects.Nodes)
         {
             UpdateCard(EN.GetEntity(), Effects[i].transform);
         }
         foreach (Entities.Entity E in TheCardGameState.Players[i].mHand.Cards)
         {
             UpdateCard(E, Hands[i].transform);
         }
         for (int k = 0; k < TheCardGameState.Players[i].mBoard.RangeZones.Length; k++)
         {
             foreach (Entities.Entity E in TheCardGameState.Players[i].mBoard.RangeZones[k].List.Cards)
             {
                 UpdateCard(E, BoardAreas[i][k].transform);
             }
         }
     }
 }
Exemplo n.º 2
0
        private List <Actions.ActionOrder> GetAvailableActions(TurnInfo turnInfo, CardGameState gameState)
        {
            List <Actions.ActionOrder> availableActions = new List <Actions.ActionOrder>();

            foreach (Entity E in mHand.Cards)
            {
                availableActions.AddRange(E.GetAIActions(gameState, turnInfo));
            }
            foreach (Effects.EffectNode EN in mEffects.Nodes)
            {
                availableActions.AddRange(EN.GetEntity().GetAIActions(gameState, turnInfo));
            }
            foreach (Effects.EffectNode EN in gameState.SharedEffects.Nodes)
            {
                availableActions.AddRange(EN.GetEntity().GetAIActions(gameState, turnInfo));
            }
            foreach (CardZone CZ in mBoard.RangeZones)
            {
                foreach (Entity E in CZ.List.Cards)
                {
                    availableActions.AddRange(E.GetAIActions(gameState, turnInfo));
                }
            }
            return(availableActions);
        }