public override void Execute(object data) { ItemArgs e = data as ItemArgs; PlayerMove player = MVC.GetView <PlayerMove>(); UIBoard uiBoard = MVC.GetView <UIBoard>(); switch (e.M_Kind) { case ItemKind.ItemMagnet: player.HitMagnet(); Game.M_Instance.M_GM.M_Magnet -= e.M_HitCount; uiBoard.HitMagnet(); break; case ItemKind.ItemMultiply: player.HitMultiply(); Game.M_Instance.M_GM.M_Multiply -= e.M_HitCount; uiBoard.HitMultiply(); break; case ItemKind.ItemInvincible: player.HitInvincible(); Game.M_Instance.M_GM.M_Invincible -= e.M_HitCount; uiBoard.HitInvincible(); break; } uiBoard.UpdateUI(); }
public Chess(UIBoard ui, int nPlayers = 1, bool setupBoard = true, bool gameplayType = false) { // callback setup this.m_UI = ui; this.m_UI.SetStatus(true, "Generating..."); // number of players = {0, 1, 2} this.m_nPlayers = nPlayers; // white always starts this.Turn = Player.WHITE; // create a new blank board unless setup is true this.Board = new ChessBoard(); if (setupBoard) { //check for the gameplay type if it is not the default if (gameplayType) { this.Board.SetInitialPlacement(); } else { this.Board.SetRandomPlacement(); } } // update ui this.m_UI.SetBoard(Board); this.m_UI.SetStatus(false, "White's turn."); }
public override void Execute(object data) { ItemArgs e = data as ItemArgs; PlayerMove Player = GetView <PlayerMove>(); GameModel gm = GetModel <GameModel>(); UIBoard ui = GetView <UIBoard>(); switch (e.itemkind) { case ItemKind.InvincibleItem: gm.m_Invincible -= e.itemCount; Player.HitInvincible(); ui.HitInvincible(); break; case ItemKind.MagnetItem: gm.m_Magnet -= e.itemCount; Player.HitMagnet(); ui.HitMagnet(); break; case ItemKind.MultiplyItem: gm.m_Multiply -= e.itemCount; Player.HitDouble(); ui.HitDouble(); break; default: break; } ui.UpdateUI(); }
public ChessRun(UIBoard ui, int nPlayers = 1, bool setupBoard = true, bool chess960 = false) { // callback setup this.m_UI = ui; this.m_UI.SetStatus(true, "Generating..."); // number of players = {0, 1, 2} this.m_nPlayers = nPlayers; // white always starts this.Turn = Player.WHITE; // create a new blank board unless setup is true this.Board = new ChessBoard(); if (setupBoard && !chess960) { this.Board.SetInitialPlacement(); } else if (setupBoard && chess960) { this.Board.SetInitialPlacement960(); } // update ui this.m_UI.SetBoard(Board); this.m_UI.SetStatus(false, "White's turn."); }
public override void Execute(object data) { CoinArgs e = data as CoinArgs; UIDead dead = GetView <UIDead>(); //TODO /** * if(花钱成功) * dead.briberytime++ */ UIBoard board = GetView <UIBoard>(); GameModel gm = GetModel <GameModel>(); if (gm.PayCoin(e.Coin)) { if (board.Times < 0.1f) { board.Times += 20; } dead.BriberyTime++; dead.Hide(); UIResume resume = GetView <UIResume>(); resume.StartCount(); } }
public override void Execute(object data = null) { ItemArgs e = data as ItemArgs; GameModel gm = GetModel <GameModel>(); PlayerMove player = GetView <PlayerMove>(); UIBoard uiBoard = GetView <UIBoard>(); switch (e.itemtype) { case ItemType.ItemInvincible: player.HitInvincible(); gm.Invincible -= e.hitCount; uiBoard.HitInvincible(); break; case ItemType.ItemMultiply: player.HitMutiply(); gm.Multiply -= e.hitCount; uiBoard.HitMutiply(); break; case ItemType.ItemMagnet: player.HitMagnet(); gm.Magnet -= e.hitCount; uiBoard.HitMagnet(); break; case ItemType.ItemAddTime: player.HitAddTime(); break; } uiBoard.UpdateUI(); }
public override void Execute(object data) { ItemArgs e = data as ItemArgs; PlayerMove player = GetView <PlayerMove>(); GameModel gm = GetModel <GameModel>(); UIBoard ui = GetView <UIBoard>(); switch (e.kind) { case ItemKind.invincibleItem: player.HitInvincible(); ui.HitInvincible(); gm.m_Invincible -= e.count; break; case ItemKind.multipleItem: player.HitMultiply(); ui.HitMultiply(); gm.m_Multiple -= e.count; break; case ItemKind.magnetItem: player.HitMagnet(); ui.HitMagnet(); gm.m_Magnet -= e.count; break; } ui.UpdateUI(); }
public override void Execute(object data) { GameModel gm = GetModel <GameModel>(); UIBoard board = GetView <UIBoard>(); board.MyTime += 20; gm.m_isPause = false; gm.m_isPlay = true; }
public override void Execute(object data = null) { GameModel gm = GetModel <GameModel>(); UIBoard board = GetView <UIBoard>(); if (board.Curtime < 0.1f) { board.Curtime += 20f; } gm.IsPause = false; gm.IsPlay = true; }
public override void Excute(object data) { GameModel gameModel = GetModel <GameModel>(); UIBoard board = GetView <UIBoard>(); UIDead dead = GetView <UIDead>(); UIFinalScore finalScore = GetView <UIFinalScore>(); board.Hide(); dead.Hide(); finalScore.Show(); gameModel.Exp += board.Coin + (board.Distance * (board.GoalCount + 1)); finalScore.UpdateUI(board.Distance, board.Coin, board.GoalCount, gameModel.Exp, gameModel.Grade); }
public override void Execute(object data) { GameModel gm = GetModel <GameModel>(); UIBoard uIBoard = GetView <UIBoard>(); if (uIBoard.Times < 0.01f) { uIBoard.Times += 20; } gm.IsPause = false; gm.IsPlay = true; }
public override void Excute(object data) { GameModel gameModel = GetModel <GameModel>(); UIBoard board = GetView <UIBoard>(); // 判断是时间到了的贿赂事件(加时 20秒) if (board.Times < 0.1f) { board.Times += 20; } gameModel.IsPause = false; gameModel.IsPlay = true; }
public override void Execute(object data) { UIBoard board = MVC.GetView <UIBoard>(); if (board.M_Timer < 0.1f) { board.M_Timer += 20; } Game.M_Instance.M_GM.M_IsPause = false; Game.M_Instance.M_GM.M_IsPlay = true; PlayerAnim anim = MVC.GetView <PlayerAnim>(); anim.ContinuePlay(); }
public override void Execute(object data) { GameModel gm = GetModel <GameModel>(); UIBoard board = GetView <UIBoard>(); UIDead dead = GetView <UIDead>(); UIFinalScore finalscore = GetView <UIFinalScore>(); board.Hide(); dead.Hide(); gm.Coin += board.Coin; finalscore.Show(); //更新Exp gm.Exp += (board.Coin * 10 + board.Distance * (board.Goal + 1)); //更新UI finalscore.UpdateUI(board.Distance, board.Coin, board.Goal, gm.Exp, gm.Level); }
public override void Execute(object data) { GameModel gm = GetModel <GameModel>(); UIBoard uIBoard = GetView <UIBoard>(); UIFinalScore uIFinalScore = GetView <UIFinalScore>(); UIDead uIDead = GetView <UIDead>(); uIDead.Hide(); uIBoard.Hide(); uIFinalScore.Show(); //更新Exp gm.Exp += uIBoard.Coin + (uIBoard.Distance * (uIBoard.Goal + 1)); uIFinalScore.UpdateUI(uIBoard.Distance, uIBoard.Coin, uIBoard.Goal, gm.Exp, gm.Grade); }
public override void Execute(object data) { UIBoard board = MVC.GetView <UIBoard>(); board.Hide(); UIFinalScore final = MVC.GetView <UIFinalScore>(); final.Show(); Game.M_Instance.M_GM.M_Exp += board.M_Coin + board.M_Distance * (board.M_GoalCount + 1); final.UpdateUI(board.M_Distance, board.M_Coin, board.M_GoalCount, Game.M_Instance.M_GM.M_Exp, Game.M_Instance.M_GM.M_Grage); UIDead dead = MVC.GetView <UIDead>(); dead.Hide(); Game.M_Instance.M_GM.M_Coin += board.M_Coin; }
public override void Execute(object data = null) { UIBoard board = GetView <UIBoard>(); UIFinalScore finalScore = GetView <UIFinalScore>(); UIDead dead = GetView <UIDead>(); GameModel gm = GetModel <GameModel>(); board.Hide(); dead.Hide(); finalScore.Show(); //1.更新Exp gm.Exp += board.Coin + board.Distance * (board.GoalCount + 1); //2.更新UI finalScore.UpdateUI(board.Distance, board.Coin, board.GoalCount, gm.Exp, gm.Level); //3.更新金币 gm.Coin += board.Coin; }
public override void Execute(object data) { GameModel gm = GetModel <GameModel>(); UIBoard board = GetView <UIBoard>(); board.Hide(); UIFinalScore final = GetView <UIFinalScore>(); final.Show(); gm.Exp += board.Coin + board.Distance * (board.GoalCount + 1); final.UpdateUI(board.Distance, board.Coin, board.GoalCount, gm.Exp, gm.Level); UIDead dead = GetView <UIDead>(); dead.Hide(); }
public override void Execute(object data = null) { CoinArgs e = data as CoinArgs; UIDead dead = GetView <UIDead>(); GameModel gm = GetModel <GameModel>(); UIBoard uIBoard = GetView <UIBoard>(); //花钱 if (gm.GetMoney(e.CoinCount)) { dead.Hide(); dead.BriberyTime++; UIResume resume = GetView <UIResume>(); resume.StartCount();//继续游戏 uIBoard.UpdateUI(); } else { dead.TipMessage("金币不足!"); } }
public override void Execute(object data) { ItemArgs e = data as ItemArgs; PlayerMove player = GetView <PlayerMove>(); UIBoard uI = GetView <UIBoard>(); GameModel gm = GetModel <GameModel>(); switch (e.kind) { case ItemKind.InvincibleItem: Debug.Log("无敌"); player.HitInvincible(); uI.HitInvincible(); gm.Invincible -= e.hitCount; uI.UpdateUI(); break; case ItemKind.MultiplyItem: Debug.Log("加倍"); player.HitMultiply(); uI.HitMultiply(); gm.Multiply -= e.hitCount; uI.UpdateUI(); break; case ItemKind.MagnetItem: Debug.Log("磁铁"); player.HitMagnet(); uI.HitMagnet(); gm.Magnet -= e.hitCount; uI.UpdateUI(); break; default: break; } }
public Chess(UIBoard ui, int nPlayers = 1, bool setupBoard = true) { // callback setup this.m_UI = ui; this.m_UI.SetStatus(true, "Generating..."); // number of players = {0, 1, 2} this.m_nPlayers = nPlayers; // white always starts this.Turn = Player.WHITE; // create a new blank board unless setup is true this.Board = new ChessBoard(); if (setupBoard) { this.Board.SetInitialPlacement(); } // update ui this.m_UI.SetBoard(Board); this.m_UI.SetStatus(false, "White's turn."); }
public override void Excute(object data) { ItemArgs args = data as ItemArgs; PlayerMove playerMove = GetView <PlayerMove>(); GameModel gameModel = GetModel <GameModel>(); UIBoard ui = GetView <UIBoard>(); switch (args.itemKind) { case ItemKind.ItemMagnet: //道具使用 playerMove.HitMagnet(); gameModel.Magnet -= args.spendCount; // 道具技能时间的显示 ui.HitMagnet(); break; case ItemKind.ItemMultiply: playerMove.HitMultiply(); gameModel.Multiply -= args.spendCount; ui.HitMultiply(); break; case ItemKind.ItemInvincible: playerMove.HitInvinvible(); gameModel.Invincible -= args.spendCount; ui.HitInvinvible(); break; default: break; } ui.UpdateUI(); }
public Chess(UIBoard ui, int nPlayers = 1, bool setupBoard = true) { bool chess960 = false; DialogResult msgBox = MessageBox.Show("Chess960 Options", "Play with chess960 rules?", MessageBoxButtons.YesNo); if (msgBox == DialogResult.Yes) { chess960 = true; } // callback setup this.m_UI = ui; this.m_UI.SetStatus(true, "Generating..."); // number of players = {0, 1, 2} this.m_nPlayers = nPlayers; // white always starts this.Turn = Player.WHITE; // create a new blank board unless setup is true this.Board = new ChessBoard(); if (setupBoard) { if (chess960) { this.Board.SetInitialPlacement960(); } else { this.Board.SetInitialPlacement(); } } // update ui this.m_UI.SetBoard(Board); this.m_UI.SetStatus(false, "White's turn."); }
// Start is called before the first frame update void Start() { uiBoard = FindObjectOfType <UIBoard>(); cellImage = GetComponent <Image>(); defaultSprite = cellImage.sprite; }