using System.Collections; using System.Collections.Generic; public class PlayerManager { // Contains all star systems of player //private List starSystems = new List(); // Contains all fleets of player //private List fleets = new List(); private ScienceManager _scienceManager; public int ScienceAcumulated; // this int has to be moved to player manager later public enum PlayerColor { None, Red, Blue, Green, Yellow } public PlayerColor PlayerColor2 { get { return _playerColor; } set { _playerColor = value; } } private PlayerColor _playerColor; // Player values public PlayerValues PlayerAttributes { get { if (_playerAttributes == null) { _playerAttributes = new PlayerValues(); } return new PlayerValues(); } set { _playerAttributes = value; } } private PlayerValues _playerAttributes; public PlayerManager(ScienceManager sm) { this._scienceManager = sm; this._playerAttributes = new PlayerValues(); } // Called by clock over game manager, once per day public void simulateDay() { //if (starSystems != null) //{ // Add resources for each part of each starSystem which belongs to this player //foreach (var starSystem in starSystems) //{ // int playerID = this._playerAttributes.id; // // StarSystem.getComponent