public InformationKindList GetAvailList(Architecture a) { InformationKindList list = new InformationKindList(); foreach (InformationKind kind in base.GameObjects) { if (kind.Avail(a)) { list.Add(kind); } } return list; }
public InformationKindList GetAvailList(Architecture a) { InformationKindList list = new InformationKindList(); foreach (InformationKind kind in base.GameObjects) { if (kind.Avail(a)) { list.Add(kind); } } return(list); }
public InformationKind GetFirstHalfInformationKind() { InformationKindList list = new InformationKindList(); foreach (InformationKind kind in base.Scenario.GameCommonData.AllInformationKinds.GetAvailList(this)) { if ((kind.Level <= InformationLevel.中) || GameObject.Chance(20)) { list.Add(kind); } } if (list.Count > 0) { if (list.Count > 1) { list.PropertyName = "FightingWeighing"; list.IsNumber = true; list.ReSort(); } return (list[GameObject.Random(list.Count / 2)] as InformationKind); } return null; }