public static void Initialize() { WinConditions = new WinConditionsRule(); DistanceBonus = new DistanceBonusRule(); EndPhase = new EndPhaseCleanupRule(); Stress = new StressRule(); Strain = new StrainRule(); Deplete = new DepleteRule(); OffTheBoard = new OffTheBoardRule(); Collision = new CollisionRules(); Actions = new ActionsRule(); AsteroidLanded = new AsteroidLandedRule(); AsteroidHit = new ObstaclesHitRule(); MineHit = new MineHitRule(); AsteroidObstruction = new AsteroidObstructionRule(); Initiative = new InitiativeRule(); TargetIsLegalForShot = new TargetIsLegalForShotRule(); Ionization = new IonizationRule(); Jam = new JamRule(); TargetLocks = new TargetLocksRule(); WeaponsDisabled = new WeaponsDisabledRule(); BullseyeArc = new BullseyeArcRule(); Docking = new DockingRule(); TractorBeam = new TractorBeamRule(); Force = new ForceRule(); Charge = new ChargeRule(); Destruction = new DestructionRule(); Fuse = new FuseRule(); Remotes = new RemotesRule(); PurpleManeuvers = new PurpleManeuversRule(); }
static Rules() { WinConditions = new WinConditionsRule(); DistanceBonus = new DistanceBonusRule(); EndPhase = new EndPhaseCleanupRule(); Stress = new StressRule(); OffTheBoard = new OffTheBoardRule(); Collision = new CollisionRules(); DuplicatedActions = new DuplicatedActionsRule(); AsteroidLanded = new AsteroidLandedRule(); AsteroidHit = new AsteroidHitRule(); MineHit = new MineHitRule(); AsteroidObstruction = new AsteroidObstructionRule(); Initiative = new InitiativeRule(); TargetIsLegalForShot = new TargetIsLegalForShotRule(); Ionization = new IonizationRule(); TargetLocks = new TargetLocksRule(); Cloak = new CloakRule(); }
static Rules() { Game = UnityEngine.GameObject.Find("GameManager").GetComponent <GameManagerScript>(); WinConditions = new WinConditionsRule(Game); DistanceBonus = new DistanceBonusRule(); EndPhase = new EndPhaseCleanupRule(); Stress = new StressRule(); OffTheBoard = new OffTheBoardRule(Game); Collision = new CollisionRules(); FiringRange = new FiringRangeLimit(); FiringArc = new FiringArcRule(); DuplicatedActions = new DuplicatedActionsRule(); AsteroidLanded = new AsteroidLandedRule(); AsteroidHit = new AsteroidHitRule(); AsteroidObstruction = new AsteroidObstructionRule(); Initiative = new InitiativeRule(); TargetIsLegalForShot = new TargetIsLegalForShotRule(); }
static Rules() { WinConditions = new WinConditionsRule(); DistanceBonus = new DistanceBonusRule(); EndPhase = new EndPhaseCleanupRule(); Stress = new StressRule(); OffTheBoard = new OffTheBoardRule(); Collision = new CollisionRules(); DuplicatedActions = new DuplicatedActionsRule(); AsteroidLanded = new AsteroidLandedRule(); AsteroidHit = new AsteroidHitRule(); MineHit = new MineHitRule(); AsteroidObstruction = new AsteroidObstructionRule(); Initiative = new InitiativeRule(); TargetIsLegalForShot = new TargetIsLegalForShotRule(); Ionization = new IonizationRule(); Jammed = new JammedRule(); TargetLocks = new TargetLocksRule(); WeaponsDisabled = new WeaponsDisabledRule(); BullseyeArc = new BullseyeArcRule(); Docking = new DockingRule(); TractorBeam = new TractorBeamRule(); }