using System.Collections.Generic; namespace Wizard; public class EmoOnTurnStartPolicyCollection : AIPolicyCollection { public int GetEmoOnTurnStart(AIVirtualField field, bool isAllyTurn) { if (!base.HasPolicy) { return -1; } AIVirtualCard allyClass = field.AllyClass; List emptyPlayPtn = EnemyAI.EmptyPlayPtn; for (int i = 0; i < base.PolicyList.Count; i++) { AIPolicyData aIPolicyData = base.PolicyList[i]; if (aIPolicyData.CheckCondition(allyClass, emptyPlayPtn, field, null)) { int emoteIdIfSideIsCorrect = (aIPolicyData.Argument as AIEmoteOnTurnTransition).GetEmoteIdIfSideIsCorrect(isAllyTurn); if (emoteIdIfSideIsCorrect >= 0) { return emoteIdIfSideIsCorrect; } } } return -1; } }