Beispiel #1
0
        private void Button_Click_4(object sender, RoutedEventArgs e)
        {
            if (Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Effect_States.Count >= Make.MODEL.GeneralControl.MaxStates)
            {
                MessageBox.Show("状态数量已满");
                States_Select.Visibility = Visibility.Hidden;
                return;
            }
            State state = new State
            {
                Name = (sender as Button).Content.ToString(),
                Duration_Immediate = 10,
                Duration_Round     = 1
            };

            Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Effect_States.Add(state);
            SkillCard skillCard = new SkillCard
            {
                Is_Cure    = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Cure,
                Is_Eternal = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Eternal,
                Is_Physics = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Physics,
                Is_Magic   = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Magic,
                Is_Attack  = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Attack
            };

            Custom_Card.DataContext        = skillCard;
            Custom_Card.DataContext        = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1];
            Origin_Custom_Card.DataContext = skillCard;
            Origin_Custom_Card.DataContext = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1];
            States_Select.Visibility       = Visibility.Hidden;
        }
Beispiel #2
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    public void DropOut()
    {
        this.cardAnimations.Fall();

        SkillCard c = skillCardManager.RandomANewCard(this.indexInList);
        //c.indexInList = this.indexInList;
        //c.DropIn(c.indexInList);
    }
    public void ReplaceSkillCard(SkillCard newType)
    {
        var index     = CardComponentsLookup.SkillCard;
        var component = CreateComponent <SkillCardComponent>(index);

        component.Type = newType;
        ReplaceComponent(index, component);
    }
Beispiel #4
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        private void CreateSkillObject(SkillCard skill)
        {
            var obj = Instantiate(SkillObjectPrefabs, SkillObjectParent, false);

            obj.SetSkillData(_setting.GetData(skill));
            _skills.Add(obj);

            obj.Button.onClick.AddListener(() => ShowSkillDetail(obj));
        }
Beispiel #5
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    void OnRaycastHit(RaycastHit hit)
    {
        SkillCard card = hit.collider.GetComponent <SkillCard>();

        if (card != null)
        {
            Player.instance.gameState = PlayerState.SELECT;
        }
        currentSelect = card;
    }
Beispiel #6
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 public SkillCardViewModel(SkillCard card)
 {
     Id                = card.Id;
     Name              = card.Name;
     Location          = card.Location;
     FatigueCost       = card.FatigueCost;
     SkillpointsNeeded = card.SkillpointsNeeded;
     Classtype         = card.Classtype.ToString();
     IsExhausted       = card.IsExhausted;
 }
Beispiel #7
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        private void Button_Click(object sender, RoutedEventArgs e)
        {
            Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Effect_States.Remove((State)(((Button)sender).DataContext));
            SkillCard skillCard = new SkillCard
            {
                Is_Cure    = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Cure,
                Is_Eternal = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Eternal,
                Is_Physics = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Physics,
                Is_Magic   = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Magic,
                Is_Attack  = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1].Is_Attack
            };

            Custom_Card.DataContext        = skillCard;
            Custom_Card.DataContext        = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1];
            Origin_Custom_Card.DataContext = skillCard;
            Origin_Custom_Card.DataContext = Custom_Card.SkillCardsModel.SkillCards[Custom_Card.Rate.Value - 1];
        }
        private void Button_Click_1(object sender, RoutedEventArgs e)
        {
            SkillCard[] skillCards = new SkillCard[5] {
                new SkillCard(), new SkillCard(), new SkillCard(), new SkillCard(), new SkillCard()
            };
            int    cnt = 0;
            string temp;

            foreach (SkillCard item in skillCards)
            {
                item.Name = "新技能" + (++cnt).ToString();
            }
            SkillCardsModel skillCardsModel = new SkillCardsModel(skillCards);

            skillCardsModel.Add_To_General();
            skillCardsModel.Save();
            Add_Card(skillCardsModel);
        }
Beispiel #9
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    /// <summary>
    /// 随机生成一张新卡牌
    /// </summary>
    /// <returns></returns>
    public SkillCard RandomANewCard(int index)
    {
        Transform anchor = cards_anchors[index];

        int i = Random.Range(0, cards.Count);

        Debug.Log(i);
        GameObject card = Instantiate(cards[i], this.transform.position, Quaternion.identity) as GameObject;

        card.transform.parent        = anchor;
        card.transform.localPosition = Vector3.zero;
        card.transform.rotation      = anchor.transform.rotation;
        SkillCard c = card.GetComponent <SkillCard>();

        c.indexInList = index;
        c.ResetRigidState();

        return(card.GetComponent <SkillCard>());
    }
Beispiel #10
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        private void Button_Click_1(object sender, RoutedEventArgs e)
        {
            SkillCard[] skillCards = new SkillCard[5] {
                new SkillCard(), new SkillCard(), new SkillCard(), new SkillCard(), new SkillCard()
            };
            int             cnt             = 0;
            SkillCardsModel skillCardsModel = new SkillCardsModel();

            foreach (SkillCard item in skillCards)
            {
                ++cnt;
                item.Level     = cnt;
                item.Name      = "新技能" + cnt.ToString();
                item.Father_ID = skillCardsModel.ID;
            }
            skillCardsModel.SkillCards = skillCards;
            skillCardsModel.UserName   = GeneralControl.Menu_Person_Information_Class.Instance.User.UserName;
            skillCardsModel.Add_To_General();
            skillCardsModel.Save();
            Add_Card(skillCardsModel);
        }
Beispiel #11
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 public void Update(string id, SkillCard cardIn)
 {
     skillCards.ReplaceOne(card => card.Id == id, cardIn);
 }
Beispiel #12
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 public void Remove(SkillCard cardIn)
 {
     skillCards.DeleteOne(card => card.Id == cardIn.Id);
 }
Beispiel #13
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 public SkillCard Create(SkillCard card)
 {
     skillCards.InsertOne(card);
     return(card);
 }
Beispiel #14
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        public BaseCard DrawCard(BaseCard card, Player player = null)
        {
            // todo each discard creates new gamestate? that would let us implement undos
            // discards the passed card into its appropriate deck
            BaseCard ret = new SkillCard();

            switch (card.CardType)
            {
            case CardType.Crisis:
                ret = CurrentGameState.CrisisDeck.Draw();
                break;

            case CardType.Quorum:
                ret = CurrentGameState.QuorumDeck.Draw();
                break;

            case CardType.Skill:
                var skillCard = (SkillCard)card;
                switch (skillCard.CardColor)
                {
                case SkillCardColor.Politics:
                    ret = CurrentGameState.PoliticsDeck.Draw();
                    break;

                case SkillCardColor.Leadership:
                    ret = CurrentGameState.LeadershipDeck.Draw();
                    break;

                case SkillCardColor.Tactics:
                    ret = CurrentGameState.TacticsDeck.Draw();
                    break;

                case SkillCardColor.Engineering:
                    ret = CurrentGameState.EngineeringDeck.Draw();
                    break;

                case SkillCardColor.Piloting:
                    ret = CurrentGameState.PilotingDeck.Draw();
                    break;

                case SkillCardColor.Treachery:
                    ret = CurrentGameState.TreacheryDeck.Draw();
                    break;
                }
                break;

            case CardType.SuperCrisis:
                ret = CurrentGameState.SuperCrisisDeck.Draw();
                break;

            case CardType.Loyalty:
                ret = CurrentGameState.LoyaltyDeck.Draw();
                break;
            }
            if (player != null)
            {
                player.TakeCard(ret);
            }

            return(ret);
        }
Beispiel #15
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    void NavigateHeroCards()
    {
        //navigating hero cards
        if (Input.GetButtonDown(horizontalAxis))
        {
            currentHeroCard.LeaveMe();
            float dir = Input.GetAxisRaw(horizontalAxis);
            if (dir > 0)
            {
                currentHeroCard.right.SelectMe(this);
            }
            else
            {
                currentHeroCard.left.SelectMe(this);
            }

            if (SoundManager.Instance)
            {
                SoundManager.Instance.PlaySoundUI(0);
            }
        }
        else if (Input.GetButtonDown(verticalAxis))
        {
            currentHeroCard.LeaveMe();
            float dir = Input.GetAxisRaw(verticalAxis);
            if (dir > 0)
            {
                currentHeroCard.up.SelectMe(this);
            }
            else
            {
                currentHeroCard.down.SelectMe(this);
            }

            if (SoundManager.Instance)
            {
                SoundManager.Instance.PlaySoundUI(0);
            }
        }

        //go to hero detail
        if (Input.GetButtonDown(confirmSelectionAxis))
        {
            if (currentHeroCard == null)
            {
                return;
            }

            isNavigatingSkillUI = true; //switch navigation mode
            herosPanel.alpha    = 0f;   //hide this player's hero panel
            infoUI.Show();              //show selected hero detail info panel

            currentSkillCard = infoUI.skillCards[0] as SkillCard;
            currentSkillCard.SelectMe(this);                    //by default the first skill is selected

            if (SoundManager.Instance)
            {
                SoundManager.Instance.PlaySoundUI(1);
            }
        }
    }
Beispiel #16
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    void OnRaycastHit(RaycastHit hit)
    {
        SkillCard card = hit.collider.GetComponent <SkillCard>();

        currentSelect = card;
    }
Beispiel #17
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        public BaseCard DrawCard(BaseCard card, Player player = null)
        {
            // todo each discard creates new gamestate? that would let us implement undos
            // discards the passed card into its appropriate deck
            BaseCard ret = new SkillCard();
            switch (card.CardType)
            {
                case CardType.Crisis:
                    ret = CurrentGameState.CrisisDeck.Draw();
                    break;
                case CardType.Quorum:
                    ret = CurrentGameState.QuorumDeck.Draw();
                    break;
                case CardType.Skill:
                    var skillCard = (SkillCard)card;
                    switch (skillCard.CardColor)
                    {
                        case SkillCardColor.Politics:
                            ret = CurrentGameState.PoliticsDeck.Draw();
                            break;
                        case SkillCardColor.Leadership:
                            ret = CurrentGameState.LeadershipDeck.Draw();
                            break;
                        case SkillCardColor.Tactics:
                            ret = CurrentGameState.TacticsDeck.Draw();
                            break;
                        case SkillCardColor.Engineering:
                            ret = CurrentGameState.EngineeringDeck.Draw();
                            break;
                        case SkillCardColor.Piloting:
                            ret = CurrentGameState.PilotingDeck.Draw();
                            break;
                        case SkillCardColor.Treachery:
                            ret = CurrentGameState.TreacheryDeck.Draw();
                            break;
                    }
                    break;
                case CardType.SuperCrisis:
                    ret = CurrentGameState.SuperCrisisDeck.Draw();
                    break;
                case CardType.Loyalty:
                    ret = CurrentGameState.LoyaltyDeck.Draw();
                    break;
            }
            if (player != null)
                player.TakeCard(ret);

            return ret;
        }